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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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Mental Health
Politics
4 min read

Why reducing the voting age is a mistake

Adolescence should be a safe space to be a bit daft

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

A band and audience are back lit against a stage.
Let it out.
Kylie Paz on Unsplash

The haunting book of Ecclesiastes carries these memorable words:  

For everything there is a season, and a time for every matter under heaven: 

a time to be born and a time to die, 

a time to weep, and a time to laugh 

a time to keep silence, and a time to speak 

They came to mind recently when reading of the UK government’s plan to reduce the minimum voting age to 16. Now I understand why this government might want to do this. Lowering the voting age has proved popular in other places such as Scotland. Some well brought up 16-year-olds are mature beyond their years, show an interest in politics, and are smart, articulate people. And, of course, younger people tend to be more inclined to vote for left-leaning parties like Labour. It makes electoral sense.  

But does it make generational sense?  

Adolescence is a time when we try out being grown-up for a while. Mid-teenagers are no longer children, but they are not yet fully adult. They are in the process of spreading their wings, most of them still at school, living at home under their parents’ roofs, not yet fully responsible for their own time, income, life choices and so on. They can’t legally buy alcohol, fireworks or drive a car. Yet they can buy a pet or a lottery ticket. It’s a kind of middling time, not one thing nor the other.  

And rightly so. Adolescence is a time for a certain controlled irresponsibility. We all look back with embarrassment on things we did in our teenage years. A few years ago, I watched a cricketer called Ollie Robinson make his debut for England at Lords. The best day of his life turned into the worst when some journalist desperate for a story dug up some semi-racist tweets he had posted several years before as a teenager. Some say he has never recovered, as he struggled with the media attention into his life, and has not played international cricket for over two years. We all said stupid things when we were 16 and that should be expected and forgiven as what they were – immature posturing, attempts to work out who we are in the big world, testing the water of the adult world before we dive in. Adolescence should be a safe space to be a bit daft, to get some things wrong and some things right. Hopefully we learn from our mistakes and our successes and grow up a bit through them.  

The attempt to make 16-years olds politically responsible seems to encroach upon that safe space. It risks skewing an important stage of growing up. And this seems to be a modern trend. 

Teenage years are a vital period enabling us to grow into mature adults, learning to become responsible over time. 

In the past, 21 was the age when people legally became adults, being given the ‘key to the door’, trusted to come in and out of the house independently of parents. Yet that has shifted within living memory. The legal age of adulthood was reduced to 18 in 1969. 

Jonathan Haidt recently complained that we are seeing “the complete rewiring of childhood.”  The childhood of mammals, he claimed, involves rough and tumble play, chasing games, activities that develop adult skills. In recent times, he says, we have put into the pockets of children and young teenagers, a video arcade, a porn theatre, a gambling casino, and access to every TV station. The result of indiscriminate access to smartphones has been the loss of what we recognise as childhood and its replacement by gazing at screens all day long. 

This shift to the voting age is also part of the drift to politicise everything. Everything becomes political, from your artistic tastes, to gender differences, to the food you eat, to family relationships. If politics is everything then surely everyone affected by it must vote? Yet politics has its limits. Politicians can only do so much. They can try to fix the economy, close loopholes that let harmful behaviour flourish, organise life a little better for most of us. They cannot fix the human heart, get us to love our neighbours or teach us gratitude, humility, faith, or what to worship – the most important choice of our lives. 

Not everything is political, but everything is spiritual. Everything moulds us in some way, shaping us into the people we become over time, like plasticene in the hands of a child. Teenage years are a vital period enabling us to grow into mature adults, learning to become responsible over time, being given leeway to develop our moral senses and to work out our opinions as we encounter the wider world.  

There is indeed a time to be born, and a time to die; a time to choose, and a time to play; a time to be an adult and a time to be child. Perhaps we should respect the times and seasons of life a little better, letting teenagers be teenagers and not expecting them to become adult too quickly. Most will hopefully have many years to vote if they live long healthy lives. The distinctions of time and the delicate, slow process of maturity need to be respected. We erode them at our peril.  

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