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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
America
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Conspiracy theory
Politics
6 min read

Charlie Kirk: the problem is not murder but anger

How to confront the rage in politics, in media, and in ourselves

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

An aerial view of a gazebo at the site of the Charlie Kirk shooting
The site of the shooting.
KSL News Utah, CC BY 4.0, via Wikimedia Commons

The killing of Charlie Kirk has shaken most of us – including me. Over the past year or so, his pop-up debates on US university campuses kept appearing on my different social media channels, and they were fascinating. Here was a young, articulate conservative, venturing into college campuses – generally left-leaning, progressive places - opening up conversation, debate and challenge. He was opinionated, provocative, unafraid to voice unpopular opinions, generated hostility, but seldom seemed to show it himself. No question was off limits, he seemed to respect those who attacked him, and he made no secret of his Christian faith.  

I agreed with some of what he said but by no means all of it – that’s the point of public debate. His views on gun control, Israel, and Donald Trump just for starters, would be some way from mine. But inviting debate on controversial issues, seeking to change other people’s minds by discussion and reasonable argument is the very heart of a well-functioning democracy. There are precious few spaces where progressives & conservatives talk – and Charlie Kirk’s campus debates were one of them. It’s tragic that they cost him his life.  

In our times, such heinous acts are not usually committed by some secret, politically-motivated cabal, but often by an unhinged or deluded self-radicalised loner, influenced by fringe groups in politics or culture. In the UK, Axel Rudakubana, who killed three young girls in Southport, turned out not to be a terrorist after all (“he did not kill to further a political, religious or ideological cause” said the judge on sentencing) but a disturbed and lonely young man who killed for no apparent reason other than mental instability. The same was true for Ali Harbi Ali who stabbed the Conservative MP David Amess, Sirhan Sirhan who shot Robert F Kennedy, James L. Ray who murdered Martin Luther King, even (despite all the conspiracy theories) Lee Harvey Oswald who killed John F. Kennedy. All of them fit this category of lonely, unbalanced people who kill because of some grievance, sometimes loosely politically motivated, but usually acting alone. Conspiracy theories are alluring, but usually unfounded.  

It's tempting when something like this happens to draw all kinds of wider political and cultural lessons. And there have been no shortage of them over these past days. “Because they could not prove him wrong, they murdered him” went one trope. The problem with that is that ‘they’ did not kill him. One young man - now in custody - did. To imply that every left-leaning person in the USA or elsewhere is somehow responsible for Kirk’s death ironically colludes with the darker motivations of this act. 

It's Jesus who explains why. “You have heard that it was said to the people long ago, 'Do not murder, and anyone who murders will be subject to judgment.' But I tell you that anyone who is angry with his brother will be subject to judgment. Anyone who says, 'You fool!' will be in danger of the fire of hell.”  

Sounds harsh. We all think murder is wrong, but losing your temper with a work colleague? Calling your neighbour an idiot because of who they vote for?  

The saying points to the root of murder as rage. And boy, is there rage around today.  

There are different kinds of anger. There is the red-hot furious kind where your blood boils and your temperature rises. Yet that kind of anger can settle into different mood - a hardened, determined malice, a fixed hatred of the person who provoked your anger in the first place and a determination to get your revenge, or to silence them once and for all. What both kinds have in common is the red mist that descends and remains, leaving an inability to see past the enmity, a refusal to see the humanity in the other person - the fact that they are, at the end of the day, a ‘brother’ as Jesus put it - a blindness to the essential commonality between you and the person you hate.  

Anger is a dangerous thing for us humans. It deceives us into thinking that because we think we are in the right it gives us license to do despicable things.

Killings like this have always occurred, from Julius Caesar, to Abraham Lincoln, to Archduke Franz Ferdinand, to Yitzhak Rabin. And they always will. No political solution will ever erase the possibility of a mentally disturbed or angry person taking it into their own hands to murder another human being, particularly one with political prominence.  

Yet we can do something. When we build algorithms that encourage the strongest and most extreme views, a media culture that highlights argument and division, refuse to see the common humanity in people we disagree with, when we demonise the opposition and blame them for all the ills of society that we see, we sow the seeds that enable this kind of tragic event to happen.  

Another deceptively simple piece of New Testament wisdom runs: “Do not let the sun go down while you are still angry, and do not give the devil a foothold.”  

It is good advice. Yes, we will get angry from time to time. But don’t let it take root. Sometimes a certain righteous anger can be a good thing – but it’s rare. Anger is a dangerous thing for us humans. It deceives us into thinking that because we think we are in the right (and we may well be) it gives us license to do despicable things. The heart of Christian wisdom on anger is that it is God’s prerogative to exercise wrath. Our anger, however initially righteous, tends to harden into something more sinister. God alone can sustain righteous anger that will truly bring justice. 

The right response to the murder of Charlie Kirk, the response that reflects the Christian faith that was so important to him, is not to blame it on an entire group of people, to tar them with the brush of the deluded young man who committed this terrible deed, but to see again the essential humanity that we share with our enemies. It is to actively cultivate a culture that encourages restraint rather than rage. It is to learn to be ruthless with our own tendency to hold grudges, our own deep-seated hostility to those whose views we find repulsive. It is to learn to hate racism, but to love the racist, to hate crime, but to love the criminal.  

To respond wisely is to recognise that even my enemy - whether progressive or conservative - is a human being created and loved by God, a fellow sinner like me, and to look for the things we have in common, more than our differences. When Jesus taught us to love our enemies, he may have asked us to do something supremely difficult, but it is the only thing that can overcome the kind of malice that led to the tragic death of Charlie Kirk. 

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