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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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Purpose
Sport
5 min read

So we won the Ryder Cup. At what cost?

When beer flies and etiquette dies, maybe we’ve mistaken sport for something else

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

A video still shows a beer can thrown at a golf amid a crows
The beer flies towards Rory McIlroy.

Phew. The Ryder Cup was an epic. After a couple of days of European dominance, fans on this side of the pond looked forward to the Sunday one-on-one single matches as a formality, only needing a few more points to wrap up the Cup, only for the American team to suddenly discover they could play a bit after all. It turns out Europeans play better together (the matches on Friday and Saturday all involved teams of two playing against each other) but the Americans excel when they're on their own. The latter nearly pulled off a famous comeback but finally fell short as the gritty Europeans stumbled across the line, Shane Lowry holding his nerve to sink an eight-footer on the 18th, and Tyrell Hatton sealing the win with a nerveless par on the last.

Much of the talk afterwards however was not about the match but the behaviour of the American fans. The European golfers, especially their talisman Rory McIlroy, were subject to some pretty vile abuse throughout the three days. His wife was drenched by a beer thrown in her direction, insults were shouted as he prepared to play a shot (you just don’t do that in golf) and some idiots seemed more keen to abuse their opponents than support their own players. It seemed strange that Keegan Bradley, the American Captain made no effort to call out his own errant supporters. Yet it was perhaps not surprising in a country where public models of leadership hardly encourage moderation and restraint.

Of course, we are used to this kind of thing in football stadiums in the UK, but golf has somehow always felt different. Football is a fast-paced, hectic game with players running full tilt for just 90 minutes and so it’s understandable that emotions get high and passions flare. Golf is more measured. It takes time, has always laid a great stress on etiquette, following the rules and respecting your opponent. Yet none of that seemed to matter in the bearpit of Bethpage.

To be fair, European fans get pretty partisan when the Americans come here - yet they do seem to stop short of personal vitriol. It seems every time the Ryder Cup is played, the rivalry just gets a notch higher. You just have to hope they rein it in in Adare in Ireland in two years’ time. As the match reached its climax, players (on both sides) leapt about like wild things, thumping their chests like cavemen on winning a point. The crowd hollered their lungs out, or continued hurling insults at the opposition.

I found myself wondering why all this seemed to matter so much? Why were grown (mostly) men reduced to appalling behaviour or breaking down in tears over hitting a small white ball around a field?

Maybe I’m just getting old and nostalgic, but Ryder Cups in the early days were different, with those grainy black and white photos of players in baggy plus-fours and tartan socks. It was the same with Wimbledon before the Open era, Wembley Cup finals back in the day, cricket matches with baggy flannels and thin bats. At the end of titanic struggles there would be a gentle skip towards the opposition, a polite shaking of hands, a wave to the cheering crowds and the presentation of the cup, which was held aloft briefly, before everyone went home. Yes, of course, people got steamed up about sport back then. The 'bodyline' cricket series in Australia in 1932 got the blood boiling between Aussies & Poms, but it was precisely because the English team were playing unfair. There were street parties and public joy when England won the World Cup in 1966, yet there is the famous story of Geoff Hurst after scoring a hat-trick in the Final going home and mowing his lawn the day after. Hard to imagine that today.

Nowadays, the presentation ceremony goes on forever, with microphones thrust into players’ faces with the most boringly predictable question: “how do you feel having won (or lost)?” asked every single time. Emotion pours out everywhere. Superlatives are expected and duly uttered.

My mind went back to something the theologian James K. A. Smith said to me in a conversation some time ago. “When there is no longer any Ultimate”, he said, “the Penultimate seems to matter so much more.” His point was that in the absence of a general social belief in God, or a divine order above us, with little sense of any social or divine sanction for, frankly, atrocious behaviour, then things like politics or sport become more and more charged with meaning.

When there is nothing higher than politics, electoral victory becomes all-important. And anything goes in silencing the opposition. When the most significant thing in life is a sporting achievement - even vicariously as a fan - then winning is everything. Where there is a more pervasive sense of belief in God, or an afterlife, where the death of friends or neighbours is a more common occurrence throughout life, or even the task of putting food on the table is a daily struggle, such things matter less. Activities such sport, which were once seen as mildly significant, a pleasant diversion from more onerous tasks, found their true place as something important, but not that important.

Blaise Pascal once wrote: “People are bored stiff with their normal lives and so they need perils and excitement.” He thought that we crave distraction to stop us looking into the abyss, or up into the heavens, to contemplate the ultimate meaning of our lives, the reason why we are here in the first place, and our final destiny. It is classic displacement activity. It is why we pay entertainers more than doctors, vicars or philosophers - because we need the distraction.

The Penultimate begins to matter too much when we no longer have an Ultimate to relate to. Sinking a clutch putt to win a game is satisfying. Yet it is not the reason why we exist. Sport is a great diversion. But it is just that, and realising that might make us behave a bit better towards our opponents and help us to focus on the things that really matter – the questions of meaning and purpose that humans have always asked since the dawn of our race.

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