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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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I disobeyed Disney’s command to 'celebrate happy’

You don’t have to live your best life

Natalie produces and narrates The Seen & Unseen Aloud podcast. She's an Anglican minister and a trained actor.

A family pose for a picture at Disneyland
Disneyland.

I’ve just got back from a wonderful family holiday in California. And, of course, we couldn’t take our teenage daughters to California and not go to Disneyland.  

This year marks the seventieth anniversary of Disneyland, the Californian theme park conceived and built by Walt Disney, which opened in 1955. We forget now that this was a revolutionary concept in its time and wonderfully founded on the wholesome notion of creating a place where families could immerse themselves in an imaginative world; where parents and children could play and have fun together. In our screen-obsessed, individualist, loneliness-epidemic age, that continues to be a very good idea. 

We spent two days at Disneyland which proved enough time for me to have a chat and selfie with Iron Man; become a Space Ranger firing lasers alongside Buzz Lightyear; go on a turbulent adventure through a dangerous lost temple with Indiana Jones; and even join the Rise of the Resistance to be chased by some mean-looking Storm Troopers. Good times. 

However, a point of friction for me, ironically, was the theme for Disneyland's 70th anniversary celebration: "Celebrate Happy".   

I think Disneyland is great. A place designed for families and friends to have fun together absolutely gets my jaunty thumbs up. But I got increasingly annoyed by being told I should be happy all the time. Apart from anything else, the motto was clearly coined by someone who has never experienced the greatest irony of all: Disney Leg.  

Disney Leg (grown-up name Cutaneous Vasculitis, also experienced when playing golf) is a form of small blood vessel inflammation resulting swelling, a purplish rash, burning sensation and itching caused by walking or standing for hours at a time in high temperatures. It occurs most commonly in women in their late 40s or early 50s. I was one such woman. And I can tell you for nothing that Disney Leg is no celebrator of happy.  

Disney leg may have made me more Eeyore than Tigger, but my Disney experience was also framed by reading Kate Bowler’s wonderful book, Everything Happens for a Reason: And Other Lies I've Loved. I love Kate Bowler. I want her to be my best friend, forever. I want to be her when I grow up.  

I first met her when I listened in to the Seen & Unseen Live that featured her in conversation with Graham Tomlin. She introduces herself saying, “I’m Kate. I’m a Duke professor, podcaster and author with a single mission: giving you a little more permission to admit that you’re not always ‘living your best life’. After years of being told I was incurable, I was declared cancer-free. But there’s no going back. I am forever changed by what I discovered: life is so beautiful and life is so hard.”  

For everyone.” Kate is leading her own Rise of Resistance as she resists the tyranny of the wide and pervasive culture of extreme positivity that could also be summed up as “celebrate happy”.  

If my life is a failure because I’m not happy all the time, then how do I find the courage and hope that I need when faced with suffering or challenge? 

If Kate had been there, she wouldn’t have insisted that I celebrate happy, she would have found some shade and a bucket of iced water for me to immerse my Disney ankles in. She would have listened to me describe my discomfort with compassion and empathy such that I would then also feel able to tell her about how much I was enjoying myself. 

You see, I believe that the way towards “happy” isn’t through denial of suffering. It can’t be. We all know that life can be unbearably hard as well as achingly funny. To deny one is to negate the reality of the other. And to make “happy” our life goal is to exclude so much else that is beautiful in its complexity. If my life is a failure because I’m not happy all the time, then how do I find the courage and hope that I need when faced with suffering or challenge? And suffering and challenge are an everyday part of life that we simply cannot choose to ignore. The unpaid bills, the cancer diagnosis, the broken relationship - these things don’t go away or hurt less when I insist that I’m living my best life. 

Some of the best times of my life have occurred at exactly the moment when life has been hardest. Because that’s when I’ve had to acknowledge that I’m not in control of everything; that there is something, Someone, bigger and more powerful and more glorious than anything this world can offer me. If I insist on making happiness my god, I might easily miss out on the God who loved me so much he was prepared to suffer and die for me. My best life is found not in “happiness” but in the truth of God’s sacrificial love for me. 

I don’t mean to denigrate Disney at all. I think the Disney DNA of fun and a warm welcome give the rest of us much to learn from. Did you know that the people who walk around Disneyland dressed up as the famous Disney characters are highly trained, including the golden rule: when a child hugs you, you don’t let go until they do. Isn’t that beautiful? (I wonder how that would play out if I insisted on that in my church?)  But I do want to take the focus off the demand to “celebrate happy” and be free to celebrate the wider experience of life as well. 

What I took from my Disney/Kate Bowler sandwich is that the best of life comes from embracing the highs and lows; being honest about and unafraid of mixed feelings.  

Life is, as Ronan Keating once said, a rollercoster, just got to ride it. But also, I would add, life is getting fed up in the queue to get on the ride. Life is also feeling too hot or tired and needing to sit down. Life is also looking at your photos afterwards and realising that Tinkerbell has photobombed you. And I believe that all of that is to be celebrated, along with the happy. 

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