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There’s a blindingly obvious way to teach religious tolerance

George Pitcher disagrees with the media’s approval of a school ban on religious observance.

George is a visiting fellow at the London School of Economics and an Anglican priest.

school pupils sit at desk, some with a hand raised.
Michaela School pupils in class.

The decision by “Britain’s strictest school”, the Michaela Community School in north-west London, to ban religious observance after a Muslim majority among the children started prayer rituals, which led to some bullying and violence (and indeed a lawsuit), has met with almost universal media approval across the political spectrum. 

Nick Timothy, a columnist on the Daily Telegraph and a former spin-doctor for Theresa May as prime minister, predictably used it as a dread warning against an Islamic threat under the headline: “Multiculturism is becoming a Trojan horse for Islamist domination.” 

In what some might term as the sensible middle-ground of the Sunday Times, Camilla Long weighed in with an attack on Muslim cultural observance and then posed the extraordinarily illiberal question: “Wouldn’t it be better if we banished faith in schools altogether?” On the left, Polly Toynbee in the Guardian agreed, concluding that it’s “time to abolish religious schools.” 

This seems to be the kind of old-school management that said that if you can’t play together nicely, there will be no playtime for anyone. 

There’s something cultic about the free school Michaela and its headteacher, Katharine Birbalsingh. The right-wing love it for its Gradgrind strict disciplines and consequently high academic results. The left are said to hate it for much the same reasons. And almost universally Ms Birbalsingh is treated as an educational demi-god. 

Allow me to demur. The first thing I want to say is something I think is blindingly obvious: You don’t teach children religious tolerance by being religiously intolerant. I don’t usually like to have to coin a truism, but there we are.  

The desire to ban is an unfortunate tendency in Birbalsingh. I understand why she might want to ban knives or drugs or porn in her school, as would all schools, but religious observance? This seems to be the kind of old-school management that said that if you can’t play together nicely, there will be no playtime for anyone.  

Transposed into the religious context, that becomes: “If you can’t pray together nicely, there will be no prayers.” This grows into an extreme form of secularism, which pretends that there is no religion in the world, when we know that in fact it’s full of religious people. That doesn’t seem to be a good education for our young, if good education is meant to prepare them for the world, which I posit that it does. 

I’m with our late Queen Elizabeth on this and, in particular, the profound generosity of her Christian faith. 

The next thing I want to say is that it’s incumbent on a decent school to teach that the three Abramic faiths – in order of their emergence, Judaism, Christianity and Islam – are in their authentic forms religions of peace.  

Anyone who claims that Islam’s holy book, the Koran, is intrinsically violent clearly hasn’t read the  the Bible or the Torah. But, in all three instances, human violence and oppression are met with the redemption of an all-loving God.  

It follows that the Michaela can and should ban bullying and intimidation, but not the authentic cultural practices of these religions. It might, naturally, simply be easier to ban the lot and be done with it, but nobody has said that running a school is meant to be easy. 

In my own experience as a parish priest, visiting a Church of England primary school (the sort that Toynbee, as a good liberal, would ban) for assemblies, is that tolerance and diversity are best taught naturally by practice.  

At prayer time, I was gently reminded by the headteacher that I shouldn’t invite the children to pray with words such as “hands together” as that’s not how all families pray (if they pray at all). Better to say: “Let’s get ready to pray, however we do that.” Tolerance in action. 

Finally, off the back of talking about a Christian school in a nominally Christian state, I’d like to conclude with how a Christian school (clearly not Birbalsingh’s) should behave. Clearly, evangelising in a multicultural institution is inappropriate. What we should aspire to is pluralism. 

I’m with our late Queen Elizabeth on this and, in particular, the profound generosity of her Christian faith. She delivered a speech at Lambeth Palace to mark her Diamond Jubilee in 2012. She started by saying: “The concept of our established Church is occasionally misunderstood and, I believe, commonly under-appreciated. Its role is not to defend Anglicanism to the exclusion of other religions. Instead, the Church has a duty to protect the free practice of all faiths in this country.” 

She went on to say: “Gently and assuredly, the Church of England has created an environment for other faith communities and indeed people of no faith to live freely.” It seems to me that this should be an aspiration that is taught in our schools. Not just the Christian ones, but all of them.  

It invites children of other faiths and of no faith to respond accordingly. It seems to be at the heart of an education that teaches how the world actually is, rather than how we fantasise it to be.   

And it provides a considerably more valuable lesson for children than the instinct of Ms Birbalsingh and her media cheerleaders to ban things.  

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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.