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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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Digital
Distraction
5 min read

Reading is the perfect act of rebellion in our screen society

A fortunate meeting with the right text works an unfathomable, transformative magic.

Rachel is a reader and writer, a coach, and an educator. 

A young boy pores over a book tracing the lines with a finger.
Michael Parzuchowksi on Unsplash.

Every year out of the 22 years that I have been teaching, there has been at least one child, increasingly several, who lay down the gauntlet in September. They steady their feet and ball their fists before sizing up to inform me that they hate reading, they always will, no matter what I do, so there!  

I likely raise an eyebrow and one side of my mouth; I don’t rub my hands together but the flame inside me leaps as I accept this familiar challenge. I’ve faced it so many times before and have almost always emerged the victor come July.  

The secret is knowing great books, knowing the individual reader and knowing how to make that perfect match.  

To read or not to read? That is the perplexing and troublesome question bothering many a teacher and (in my opinion) not enough parents in the present day. Need convincing? Though numerous research studies have evidenced significant benefits to cognitive function, brain health, physical longevity, mental health, stress relief, empathy, intelligence and sleep patterns, the National Literacy Trust's 2024 survey of over 76,000 children found that reading for pleasure saw an 8.8 per cent drop in just one year from 43.4 per cent to a worryingly low 34.6 per cent. This represents the lowest percentage since records began in 2005. Furthermore, trends are much the same throughout the adult population. It’s perhaps not hard to work out why picking up a book has declined in popularity. In our high-speed world of fleeting concentration, where bright, moving images flicker and fade, the monochrome, demanding, inanimate pages of a book can seem dull by comparison.  

But a little effort can be hugely rewarding. Indeed, imaginatively creating, rather than consuming digital images, is the perfect act of rebellion in an utterly conformist, screen-based society. It is counter-cultural and subversive to sit awhile and demand that you bring your undivided attention to an effortful activity. To switch off devices and work your way into the unexplored possibilities of your own mind through the pages of a good book.   

Teaching this to children has been my mission through 22 years of teaching English. I consider myself one of the stalwart guardians of the flame. The responsibility weighs heavy, urgent, and terrifying as resistance increases year on year. I obsess over it, feeling rationally afraid that if I stop breathing onto those embers for even one moment, the opportunity for revival will be lost…forever.  

So, what of these books? What are we guarding? What is this paper-based treasure? 

Imagine, for a moment, the sensational day when some tech billionaire creates a functioning portal or time machine, facilitating transportation back to the Tudors or the Trenches at the touch of a button.  

Consider the mindless jostling to board a new rocket destined for a dystopian future not too distant or dissimilar from the present. Picture the frantic rush to buy personal transportation devices to enable visits to the rainforests of Guatemala, the Arctic glaciers or tropical island shores at a moment’s notice.  

Imagine the insatiable sales of holograms masquerading as friends next to whom we could sink into an armchair creating free access to the minds of the rich and famous.  

There would be jostling, posturing and frantic networking to get in on the action. That billionaire could set his price. Millions would be hastily spent to gain access. 

But when that experience can be easily bought for somewhere in the region of £7.99 and comes in a 20x13cm rectangular paper format with monochrome printed pages, the levels of sensation and desirability dramatically drop through the floor.  

In a world of fakery, a written encounter with truth transforms. Where empathy and compassion are eroded, accessing the imagination redeposits. 

We fail to see that our books are indeed those time machines, transportation devices and conversations with wise giants. We were gifted such possibilities at the time of the printing press. A well-chosen book should never leave you the same at its last word as you were when encountering the first. Between those two covers was a moment in time when you were profoundly and fundamentally changed for eternity. You acquired new knowledge, encountered new people and places, travelled through time, experienced ranging emotions and developed thoughts and ideas in conversation with the greats. Something within you was transformed for good or for ill with your choice of book. If nothing happened, you need help choosing. 

Content matters also. We should feed our minds as carefully as we should feed our bodies.  

In a world of fakery, a written encounter with truth transforms. Where empathy and compassion are eroded, accessing the imagination redeposits. Where loneliness and depression devour, explorations of good character and relationship will nourish. Where fame and power corrupt, examples of service and humility will heal.  

Good books will always nourish the soul. 

Whatever is true, noble, right, pure, lovely, admirable, excellent or praiseworthy – we should think on such things. This is why running our eyes over good words and filling our ears with exemplary voices is essential.  

It is nothing short of a miracle that I can consult the wisdom of C.S. Lewis, the brave imagination of Katherine Rundell, the compassion of Maya Angelou and the teaching of Tom Wright in the silent space surrounding my armchair. I can equally learn from those who knew Frederick Douglass and those who knew Jesus not as figures in history but as a friend and teacher, a person of flesh and bone, in their literal time and space. They saw his face, they heard his voice, they felt the warmth of his hands on their skin, and I can know about it from their contemporary writings. I can consult equally with the writer of those ancient songs of wisdom that are the Psalms and the writer to the citizens of Philippi and know that between the words on those pages lies a moment when I am profoundly and fundamentally changed for all eternity.   

Wise words are powerful, and they endure. They outlive a lifetime. They are miraculous and accessible. The world needs them. 

So, to read or not read? The question is significant. It defines humanity. We guardians know that those last glowing embers must never be allowed to die. To read is a gift. It is noble work. It is a powerful and necessary act of rebellion in a world so out of touch with the Word. 

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