Article
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Fun & play
8 min read

Table-top philosophy: role playing games and the identities they help construct

A once derided fantasy genre now influences creative media - from The Big Bang Theory to Stranger Things.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Three teenage boys rise up from a table-top game and celebrate a victory.
Playing D&D in Stranger Things.

Picture this: no longer are you sitting at a computer desk or staring at your phone during your commute. Instead, you are an intrepid explorer, a noble warrior, or a cunning thief. You have left behind the mundanity and anxieties of the 'real world'. Now, you are a protagonist in a new story.  

Your choices will shape the world around you; your actions will be written into legend and recounted for centuries. But this is not done in isolation. You are together with friends. You work as a team; you bond, laugh, and celebrate each other’s achievements as a unit. You are not alone; you are an adventuring party.  

Behind the grey skyline through the condensation-heavy glass of the train window is a world of infinite possibilities. Here, in your mind’s eye, you shape reality. Here, you become the person that, right now, you want to be. There are no limitations beyond what you believe is possible. You are the captain steering the ship into uncharted waters where the aim is to share a good yarn with your friends. 

There's a fine line between fantasy as a genre and escapism as a psychology. As we parade myth and legend within our respective cultures and contexts, we find something of ourselves. We read of Frodo Baggins, the underdog who takes on a responsibility of epic proportions, and see qualities we want to inhabit. We hear of Iron Man's sacrifice to save friends and see something of our own relationships. This is not to say we literally aim to overthrow a dark lord or defeat a purple space utilitarian, but we see the humanity reflected within relatable moments through the fiction. The story we read or watch somewhat touches the cadence of the 'real world' no matter how fantastical. 

In an age where this cadence and its story-focused elements are twisted to become more marketable, where is the authenticity? How do we begin to tell our own stories? Is there a way in which our stories can speak of this cadence of the ‘real world’ without the necessity to satisfy business? 

As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Enter stage left: Table-top Role-playing Games (TTRPGs). The picture painted in the opening paragraph is steeped in my experience of commuting. Although not a universal experience, I found commuting sucked all life from my world. If there is a hell, perhaps it is a continuous never-ending loop of the Northern Line. I found myself recounting the previous evening, time spent with friends playing the fantasy TTRPG Dungeons and Dragons, reflecting on what I had learnt from such an experience. As a theologian, I would ask if there was something of myself that I was seeing in the stories told. When I returned next time, where did I want this story to take me next? What story do I want to tell? 

Dungeons and Dragons, or D&D, has been propelled into the cultural zeitgeist in the last decade. Featured in popular television shows such as The Big Bang Theory and Stranger Things, D&D has emerged out of nerd basements and into the mainstream. No longer is D&D seen as something exclusively for 'mega-nerds'. It now stands shoulder-to-shoulder with other culture-shaping fictions, such as The Lord of the Rings and the Marvel Cinematic Universe.  

In 2014, the fifth edition of D&D and aimed to streamline and tighten up the accessibility of the game whilst promoting creative and complex storytelling as a valued method of playing. In its earliest editions, D&D didn't care for character backstory or where the dungeon came from. A player’s aim was simply to kill some baddies and find treasure. However, today’s D&D aims for more nuance. Psychologists Sören Henrich and Rachel Worthington highlight that this has allowed D&D to have a genuine therapeutic application.  As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Perhaps the most obvious example of this philosophy in action is the role D&D takes in Netflix's Stranger Things. The show is not explicitly about D&D. Rather, the game is used as an illustrative tool, showing the actions of the characters, as well as providing a metaphor for the mystery they uncover and the journey they go on.  

The show opens with four young boys playing a game of D&D in their parents' basement. The players discover a Demogorgon, a classic D&D monster, and they must work together to defeat it. However, their immaturity gets the better of them and they fail. In D&D, player characters take on different roles; it is only by working together that their various weakness can be supported, and the villain defeated. This is the lesson that the boys learn: teamwork. It is only when they learn to support one another that are they able to defeat the 'real-life' Demogorgon they discover in their small American suburb. 

Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden. 

In Stranger Things we find D&D acting not just as a thematic motif, but also as illustrative of a journey the young people go on. So, what are the philosophical mechanics behind this? How is D&D as a phenomenon transformative and illustrative in our present reality? Philosophers describe this sort of thinking as 'Phenomenology'. In simplistic terms, it concerns the lived experience of a phenomenon, seeking to uncover its essence. What actually makes that 'thing' you experience a 'thing' at all? Are there attributes that are common across all experiences of that phenomenon? Or, more likely, is there a rich and informative complexity to its innermost workings?  

Whilst I am far from describing what the essence of D&D as a phenomenon is, I can speak of my own lived experience in the hope that it demonstrates how D&D is the transformative tool Stranger Things positions it to be. I hope that this not only illustrates my argument, even if it is as simple as “D&D is good”, but also provides a window in which my own story can be understood. 

I have written elsewhere about the role D&D has played in my theological evaluation of complex theoretical ideas. It has ultimately shaped the way I research and encounter complex questions. However, I want to highlight something different. In my other work, I spoke of a character I played for three years, a Tabaxi Paladin named 'Nine'. Nine was somewhat of an experiment. After I was diagnosed as autistic, I found great difficulty in knowing who I was. Are there parts of me that are not autistic? Am I being autistic subconsciously? Or am I actively choosing to act in a way that a clinical professional has decided is autistic? Who am I? Nine was to be a method of exploring such questions. I wrote Nine as autistic in a way that was a somewhat exaggerated version of myself. Yet, there was a distinct difference. Nine was the 'me' who had come to terms with being autistic; Nine knew who he was and was proud of it; Nine just simply was Nine.  

This was obviously not a perfect solution; the world of D&D does not have the clinical vocabulary to describe autism. In fact, whether autism exists in a fantasy world is kind of a fuzzy question. Was I inventing autism within the world by playing a character in such a way? Or is there ever a way I could not play a character as autistic due to being autistic myself? What emerged through Nine's interactions was something that, on a very personal level, I found deeply satisfying, illuminative, and transformative.  

Nine developed, some might say unsurprisingly, relationships among the other player characters. He lived as I do, as a social creature in a social world. Whilst his interactions were sometimes unusual, perhaps in much the same way as my own, his friend still came to love him. Following the framework of theologian John Swinton, Nine was more than just included; Nine belonged to this group simply because in his absence he would be missed. Once I had realised this I was taken somewhat by surprise. The differences between Nine and the other characters still mattered, but they were not barriers. Nine was valued, not someone who just was difficult to approach, off in his own little world, or obsessed and hyper-fixated. Rather, he was one part of the whole. Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden.

D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity.

This was where the transformation occurred. I realised that I was the Nine who did not have this understanding. Harry erroneously believed that he did not belong when really he always did. Harry was embarrassed about his challenges with social engagement, his obliviousness to the world around him, and his inability to get through a conversation without talking about Doctor Who. Yet, here I was, among friends who cherished and valued me. Here, I truly did belong, and it was Nine who taught me that.  

 I hope that this illustrates just a snippet of the potential this game, and games like it, have to offer. I believe there is much more to be said about the philosophical truth spoken through D&D in much the same way we talk about other forms of art or narrative. This is just a portion of what is possible, and I hope I learn much more about myself as I continue along these adventures with my friends. I would encourage anyone reading to give D&D a go. Although, I am aware I have had a very specific and positive experience that is not universal among players of the game. Perhaps the focus should not be that D&D is the best tool for therapeutic action. Rather, D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity. Whilst we may be tempted to describe ourselves simply, as I was when I was diagnosed as autistic, D&D reminds us that the stories our lives tell will always demonstrate more depth. Our lives our simply stories that we are constantly engaged with and that we are always telling.  

Article
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Politics
Truth and Trust
5 min read

The ancients had the right words for Trump’s tussle with the BBC

Can the truth be concealed?

Hal is a theologian and writer based in London.

A composite images shows the entrance to the BBC on one side and Donald Trump on the other
BBC.

The recent controversies surrounding the BBC's leadership and the lawsuit brought by Donald Trump may appear, at first glance, to be merely another chapter in the ongoing drama of contemporary politics and media. Yet for those with eyes to see, something far older and more profound lies beneath the surface turbulence—a perennial struggle concerning the very nature of truth itself, one that reaches back to the dawn of Western thought and touches the deepest springs of our common life. 

The sequence of events is itself instructive. The disturbances at the Capitol occurred on January 6, 2021. More than three years thereafter, the BBC's Panorama programme broadcast an investigation examining the relationship between Mr Trump's rhetoric—his exhortation to "fight like hell"—and the violence that ensued. The programme did not fabricate a narrative but rather sought to interpret one, attempting to hold words and their consequences together within a coherent moral framework. This work was, in its essence, what the pre-Socratic philosopher Parmenides termed Aletheia: truth understood as 'unconcealment', the patient labour of bringing into public view that which has been hidden or obscured. 

A vocation 

When the crisis deepened, the BBC's then Director of News, Deborah Turness, reaffirmed the Corporation's mission as the pursuit of truth "with no agenda". It was a well-intentioned defence, though perhaps insufficiently bold. For the BBC's founding vision was never a pursuit of neutrality as an end in itself, but rather the pursuit of truth in service of the common good—a vision given permanent expression in the inscription carved into the very walls of Broadcasting House: 

"This Temple of the Arts and Muses is dedicated to Almighty God... It is their prayer that good seed sown may bring forth a good harvest... that the people, inclining their ear to whatsoever things are beautiful and honest and of good report, may tread the path of wisdom and uprightness." 

This inscription is no mere ornament. It constitutes a theological statement concerning the vocation of public speech. The call to sow "good seed"—echoing Jesus’ parable of the sower in St Matthew's Gospel—the summons to attend to whatsoever things are "honest and of good report" as St Paul exhorts in his letter to the Philippians, and the call to walk "in wisdom and uprightness" from the book of Proverbs—all these speak to a moral order in which words are meant to bear fruit. Panorama's investigation may be understood as a contemporary attempt to fulfil this sacred charge: an inevitably human and imperfect effort to unconceal the connection between language and its consequences in the world. 

The ancient force of oblivion 

Mr Trump's response, however, embodies a different and equally ancient force: Lethe—the personification of oblivion and forgetfulness in Greek thought. His lawsuit is not simply a defence against an allegation he finds unwelcome. It represents, rather, a strategic campaign to enforce forgetfulness. What Trump has chosen to bring into the light is not his own intent or action, but rather the BBC's editorial process. By directing all attention toward the matter of editing, he seeks to bury and render forgotten the original and far more consequential question: the demonstrable connection between his words on the sixth of January and the violent response of his supporters. The strategy is to employ a minor unconcealment—the technical matter of the edit—in order to accomplish a major concealment: the causal chain linking rhetoric to riot. 

This, then, is the quiet heart of the matter. The lawsuit functions as a modern political instrument deployed within an ancient philosophical conflict. It represents a deliberate choice for Lethe over Aletheia, aiming to dissolve the connection between word and reality, and to immerse the most uncomfortable truths in the waters of oblivion. 

For Christians, this struggle occupies familiar ground. To stand for truth is not to claim infallibility—a pretension that belongs to God alone—but rather to participate in the slow, difficult work of revelation: to bring things into the light for the sake of healing and restoration. Whether in journalism, the Church, or the wider public square, truth remains first a vocation before it becomes a verdict. 

The crisis at the BBC, therefore, is not merely about institutional governance or corporate reputation. It serves as a reminder that the pursuit of truth is always a contested act of unconcealment, perpetually threatened by the seductive pull of forgetfulness. In an age tempted by distraction and denial, even imperfect truth-telling becomes an act of faith—a wager that reality is trustworthy, that words have weight, that consequences follow causes. 

A reason to persevere 

This ancient struggle between unconcealment and oblivion offers perspective on our present moment. For those who hold religious faith, it recalls St John's testimony that "the light shineth in darkness, and the darkness comprehended it not"—a conviction that truth ultimately prevails. For those who do not share such faith, the argument stands on its own philosophical ground: that truth-telling, however costly and imperfect, serves something greater than partisan advantage or institutional survival. 

The inscription at Broadcasting House speaks to both believer and non-believer alike. Its prayer for "good seed" and "good harvest", its call to attend to things beautiful, honest, and of good report, articulates a civic ideal that transcends particular creeds. It suggests that public institutions bear a responsibility—not to be infallible, but to resist the gravitational pull of forgetfulness, to maintain the connection between words and their consequences, to choose unconcealment over oblivion. 

Whether one grounds this commitment in theological conviction or in secular principle, the work remains the same: the slow, difficult labour of bringing uncomfortable truths into the light, trusting that a society capable of facing reality is stronger than one that retreats into comfortable fictions. In an age tempted by distraction and denial, this may be reason enough to persevere. 

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