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Freedom of Belief
3 min read

Where it's dangerous to believe

In the symbolic heart of a liberal democracy, a list is revealed of where it is dangerous to believe. Belle Tindall reports on the annual World Watch List.

Belle is the staff writer at Seen & Unseen and co-host of its Re-enchanting podcast.

A huge communist monument consists of a red flag wall rising from left to right over a column of statues.
Mansu Hill Grand Monument in Pyongyang, North Korea.
Bjørn Christian Tørrissen, CC BY-SA 3.0, via Wikimedia Commons.

Just as they do at the beginning of each new year, this January saw the charity Open Doors descend upon the House of Commons to officially launch its World Watch List for 2023. That is, the list of the fifty most dangerous countries to be a Christian in the world this year.  

As well as producing this list, the advocacy group also revealed a number: 360 million.  

That’s the number of Christians who are living under extreme pressure and persecution because of their religious identity. That’s 1 in every 7 of the 2.4 billion Christians in the world right now. For statistical context, that 360 million is larger than the current population of the USA. The enormity of such numbers can be a challenge to digest, so perhaps it would be more effective to summarise the research this way - 2023 the most dangerous year to be a Christian on record.  

Only a quarter of the story  

It’s a powerful image: there, in the grand epicentre of British government, where a verse from the Bible is literally carved into the floor of the main entrance way, was an evening dedicated to the 360 million people for whom a spiritual alignment to that very same verse exposes them to danger and discrimination.  

When we think of religious groups that are facing daily persecution, it’s likely that Christian communities aren’t at the top of our list of assumptions. And that’s relatively understandable when we’re viewing Christianity through the lens of our own Western contexts. In May, the UK is going to come to a communal standstill as we witness the Archbishop of Canterbury, the figurehead of the Church of England, place a crown on the head of our new King, thus ushering in a new phase of history. It can seem as though, as a society, the scent of Christianity is in the very air we breathe. Many of our most cherished landmarks are sites of religious significance, it’s not unusual for our local schools and hospitals to be named after Christian Saints, while our public calendars are shaped by Christian celebrations.  

And yet – 360 million people.  

While Christianity has a (rather recent) reputation for being a Euro-centric religion, European Christians are actually the minority, making up only one quarter of the global Christian population. We are inclined, because of our own experience of Christianity as enjoying a prominent role in public life, of having a rather narrow understanding of the global Christian reality.    

A more global perspective  

Christians are by no means the only faith group to face the danger of religious persecution, but year after year, they are continuing to face it on the largest scale.  

The World Watch List shows that the global reality for Christians is anything but static. In 2022, Afghanistan was considered the most dangerous country to live as a Christian. However, largely due to the Taliban’s attention being lured away from its Christian population, Afghanistan has dropped to ninth place. North Korea, which is home to approximately 400,000 Christians, has thus regained its position as the most ‘brutally hostile place’ to be.  

Following North Korea, the other top nine countries in the list are: Somalia, Yemen, Eritrea, Libya, Nigeria, Pakistan Iran, Afghanistan and Sudan.  

Not only has this persecution seen a numerical increase, but also a significant increase in the extremity of the danger posed. Violence, imprisonment, and even death, are very real possibilities for Christians living in these countries. However, religious persecution also includes more subtle social segregation, economic discrimination and national isolation. These 360 million people are being exposed to a spectrum of pressures to denounce their Christian identity and cease living out their Christian faith.  

A paradox

And yet, one of the most staggering findings that Open Doors continue to present, is that it is in these places that the Christian church is experiencing its most rapid growth. According to their extensive research, the rising danger surrounding the Christian faith doesn’t seem to be having the desired effect; stories of persistence, faith and courage are unceasing.  

This pattern is not anomalous, As Brother Andrew, the founder of Open Doors, once famously reminded the world, ‘persecution is an enemy the Church has met and mastered many times. Indifference could prove to be a far more dangerous foe’.

A dangerous faith does not equate to a disappearing faith.  

 

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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.