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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.  

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Migration
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5 min read

Our problem with immigration is not open or closed borders but the decline of Christianity

Christianity doesn’t provide immigration policy, but it could still unite our communities

Graham is the Director of the Centre for Cultural Witness and a former Bishop of Kensington.

Keir Starmer and Emmanuel Macron in front of flags.
Starmer and Macron announce their deal.
10 Downing Street.

So Keir Starmer and Emmanuel Macron have done a deal on migrants. One in, one out. The EU might yet block the plan, and it may fail as many have before it. The Conservatives’ Rwanda idea never got off the ground. Will this one? Labour hail it as a breakthrough with the French agreeing to take back some migrants for the first time. The right-wing media complain this is a drop in the ocean and will make precious little difference. 

What interests me is the role Christianity plays in this debate, invoked as it is on both sides of the argument.  

On the right, the argument runs like this: Britain is (or used to be) a Christian country. It is now in danger of being overrun by people who do not share that faith, or the values that are rooted in Christianity. Therefore, we must put a rapid halt to excessive immigration, especially migrants from conservative Islamic countries such as Afghanistan, Somalia or Pakistan. If we don’t, we will see the UK change dramatically and lose its distinct Christian identity.  

So, in a speech last year, Reform leader Nigel Farage claimed that “Judeo-Christian values” are at the root of “everything” in Britain. These values, he said, were that “the family matters, the community matters, working with each other matters, the country matters.” 

I’m sure they do. Christianity has shaped the character of the UK over centuries. And there is undoubtedly a sense in many places, especially more deprived ones, that communities have changed and are becoming unrecognisable from what they were. The chattering classes in Hampstead and Chipping Norton are hardly likely to feel the pinch, yet Bradford or Burnley can feel very different now than they did 50 years ago.  

Yet it’s hard to identify Farage’s values as distinctly Christian. Many Muslims would claim much the same, and it would be difficult to describe his list as an adequate summary of the message of Jesus. ‘Judeo-Christian values’ are often identified on the right as being the same as ‘British values’, which are defined by the UK government as “democracy, the rule of law, individual liberty, and mutual respect and tolerance of those with different faiths and beliefs.” It’s hard to imagine anyone getting crucified for preaching that.  

Yet Christianity is also used on the left. While he was Labour Leader in 2019, Jeremy Corbyn invoked Jesus in a call to welcome migrants: “The refugee crisis is a moral test. Jesus taught us to respect refugees. He himself said 'welcome the stranger…’ And the Bible says, 'the foreigner residing among you must be treated as your native-born'. 

He had done his homework. It’s a better account of the teaching of Jesus. Yet on the left, the welcome of the refugee is often part of a wider and deeper value of ‘diversity’ as a good in itself. Multiculturalism, the kaleidoscope of cultures found on many high streets with Indian, Thai, Italian, Moroccan restaurants, or the image of kids from different countries and religions happily running around a school playground is a beloved trope of secular progressive liberals.  

The trouble is that it is not how it feels to many in parts of Luton or Leicester. The residents of Hampstead and Chipping Norton can embrace multiculturalism because it does not fundamentally threaten their way of life.  

“The ebbing away of the faith is greeted with barely a fraction of the passion which accompanied Brexit.” 

Bijan Omrani

Embracing strangers is easier if you have a settled place to welcome them into. A home where the family gets on well, where the parents are united, the kids are content, is much more likely to be able to welcome in unknown guests with a proper curiosity to learn from them. A family full of tension and bickering is unlikely to welcome the stranger at all, as the newcomer will strain existing tensions even further. 

As theologian Oleg Dik writes: “A society which loses a sense of shared broad and strong identity is unable to welcome a stranger…. What makes us different is enriching only as long as we are all aware that we have something uniting us. In the absence of a uniting bond, difference turns out to be threatening.” 

The vision of the left – of diversity as an end in itself, held together only by a loose idea of tolerance or secularity which no-one thinks is worth dying for, threatens to erode the ties that bind us, as it gives no clear centrifugal core that can hold us together. 

Christianity doesn’t give you an immigration policy. Both left and right can claim some legitimacy in the Christian narrative. However, what Christianity does provide is a community that offers a moral schooling centred on the worship of Jesus, as the one who shows us the true shape of human life, the necessity of self-sacrifice, not self-indulgence as the key to a functioning communal life, and the sacred value of each person - beliefs which, in turn, can welcome the stranger into a secure and confident home.

These things have, over centuries, seeped out from their intense core in the Christian Church into wider society. Arguably today, they are being eroded ironically more by secularism than by Islam.  

The real problem of our time is not mass immigration (as the right would have it) or the failure to fully open borders (for the left). It is the widespread erosion of Christian faith.  

As historian Bijan Omrani puts it: “Christianity’s disappearance is being accepted with little consideration or debate. The ebbing away of the faith is greeted with barely a fraction of the passion which accompanied Brexit.” Now this may largely be the fault of the church itself, a failure of courage about its own message, and appearing like another social lobbying group for various causes rather than a community centred on the worship of Jesus. But it's also down to the swathes of middle class, educated Britons – like Nigel Farage and Jeremy Corbyn - who like to claim the name of Jesus when it suits, and who live off the cultural heritage of Christianity without investing into its future by going anywhere near a church.  

A good immigration policy needs the compassion that welcomes the vulnerable stranger. Yet it also needs a strong united community with a shared set of values, to welcome them into. Left and right may use Christianity in their rhetoric. But both miss something vital - that Christianity has to be practiced not just argued over. 

A renewed Christianity might be the saving of both right and left - or at least offer a deeper and richer narrative than either can offer on their own, one that provides a strong core that can holds a society together, yet also welcome the stranger as a gift and not a threat. 

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