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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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Sustainability
5 min read

Big Tech is gaslighting us into waste

After being nudged to ditch yet another working device, I’ve had enough

Jean is a consultant working with financial and Christian organisations. She also writes and broadcasts.

A flat screen on a desk displays a colourful pattern.
BoliviaInteligente on Unsplash,

I wasn’t supposed to write this article. Actually, I was going to about a month ago. But I decided against it because I had a good experience with a Big Tech company, but today I changed mind. Let me start from the beginning.  

Back in 2018, I bought a Samsung flatscreen TV for a flat I was renting in Southfields, if you don’t know South London well, that’s basically Wimbledon. I had just moved back to London. I remember I was excited about it because I hadn’t bought a TV for any of the other places I had lived in. I remember doing all the research. I wanted a Samsung because I am not an Apple person. I couldn’t afford the latest Samsung flatscreen, so I got a mid-range one. It was just as good as I thought it was going to be. In fact, I was pleasantly surprised by the quality for the price I paid. 

When I moved back home during the pandemic, it became the kitchen TV and is still going strong. This Samsung TV is fantastic. The picture is crisp. If I am streaming a show in HD, it gets even better, noticeably better. Compared to the new, bigger TV, in the front room, it’s like night and day. Imagine my surprise when, some of the apps I regularly use on my good old kitchen TV stopped working. The TV works perfectly, but the apps no longer support my TV. In other words, Samsung and the app providers want me to buy a new TV when my TV is not broken. How can I throw away or upgrade a TV that isn’t broken? 

Now you might be thinking it’s not necessarily a deep concern to hold. But this has happened to me before. My tablet, yup, another Samsung product, works perfectly well. It does what I want it to do. I bought it in 2020. I have no need, reason or desire to upgrade or buy another tablet. I was absolutely fine. That is until earlier this year, when Samsung rolled out a software update. My phone was updated automatically. The user interface changed, security is better and Gemini, Google’s version of ChatGPT, has been integrated into my search engine. The update was so transformative, that I questioned why my tablet also hadn’t updated automatically. I kept refreshing the updates screen, hoping it would come through, but nothing happened. So, as any self-respecting millennial would, I googled it.  

What did I find? Samsung is no longer providing updates for my tablet. It is five years old, how does that even make sense? Again, I find myself with a working product, no scratches, no malfunctions, no problems whatsoever. A product I love but I am again being forced to eventually ‘throw it’ because Samsung have stopped providing software updates for it.  

In sharp contrast to Samsung's sudden obsolescence in my life, I was left delighted after, yet another tech fail instead led to a positive outcome. Last month, the screen on my Fitbit suddenly stopped working. My steps and sleep were still being captured and recorded in the app, I just couldn’t see anything, including tell the time.  As you would expect, I thought, ‘Here we go again, another Big Tech company forcing me to buy another product’. I had determined I wasn’t buying a new Fitbit. Instead, I decided I would contact Google. In the Fitbit app, you can get Google to call you back. So, I did and immediately, I found myself speaking to a lovely gentleman in San Francisco. Within five minutes, we concluded that there was a genuine fault. I sent my broken Fitbit off and two days later I received a refurbished replacement. After this experience, I felt okay again about Big Tech. I was in a good place, no need to write this article. Until today.  

This afternoon, as I opened Microsoft Word. There was an announcement. From 14th October 2025, Microsoft will no longer support Office 2019. I am actually shaking my head in disappointment as I type this. Why is this a big deal? When I bought my PC in 2020, I made a deliberate choice to buy the packaged version of Microsoft Office and make a one-off payment. I did not want to entertain or engage in Microsoft’s attempt to turn a packaged good product, Office, into a subscription product Microsoft 365, to extract more money from me in the long run. But here I am again, being forced to do away with a perfectly good, working product by another Big Tech company all in the name of profit.  

These things annoy me because I am being coerced into making choices that go against my value system. I would not describe myself as overtly climate conscious, but I am against waste. I do not subscribe to the idea of a culture that creates and fosters a society driven by consumerism at the behest of profit. Whilst Microsoft, isn’t asking me to throw away a physical product, its actions are causing me to think it is okay to do away with a perfectly decent product for no good reason. The only reason why Samsung and Microsoft are forcing me to change my working products, products that I am happy with is, so that they make more money. I am loyal to them. I have nowhere else to go. They provide a good service we have all encountered, the gradual, then sudden decline of our phone batteries around about the 18-month mark. Another example of unnecessary waste.  

It all feels a little disheartening. We can no longer take these brands’ values at face value. Excellence and quality no longer mean superiority and long lasting. Instead, they mean ‘excellent until we release a new version next year when you ought to buy again or else we will stop supporting you’. No wonder we are all slightly suspicious of Big Tech, we don’t believe they represent what they say represent. We no longer trust that their ‘yes means yes and their no means no’. 

Sadly, in politics the climate discussion has been reduced to a debate around the viability of achieving net-zero in x many years. But what would happen if we broadened out the conversation, and we looked a little bit deeper into the areas of genuine waste. Areas where our consumerist profit driven approach is forcing us to waste rather than steward the world’s limited resources. What would it look like if governments held corporations accountable for practices that force consumers to buy more than they need? Not to stifle innovation or growth but to stop waste. I don’t want to throw away my phone, tablet or TV but sadly Samsung is forcing me to. That just can’t be right. 

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