Rev. Arthur W. Collins
| The Uses of Fantasy | - | Pastoral Perspectives | - | Notes |
| Dragon 41 | - | AD&&D | - | Dragon |
Even though clergypersons are supposed
to teach people how to
be a “light to the world,” there are times
when one is tempted to go
incognito and hide one’s light under the
nearest bushel basket. I am
an ordained minister in the United Methodist
Church, and yet there
are times when I prefer not to be known
as one.
And why should a minister ever wish not
to be known as one? For
instance, when he (or she) is playing
Dungeons & Dragons. It’s
difficult enough to explain my hobbies
to my congregation—but
then, most of them figure that ministers
are kind of spaced-out
anyway. After a while, they come to accept
me as “normal,” because
they see in my life the fruits of a healthy
mind and heart, and
we establish a relationship which enables
us to appreciate each
other.
However, when one is happily talking about
fantasy gaming with
a group of fellow hobbyists, sooner or
later one is bound to ask you
what you do for a living, and it’s then
that things tend to get awkward.
Like, after the initial shock, one will
tend to say to you, “I bet all
your characters are Priests
(or LG, or whatever).” In order
to disabuse them of this stereotype, I
generally tell them about the
group of ministers and theologs I play
with: My specialties are Bards
and Druids;
one fellow plays the most astounding Assassins
you
have ever seen; another is enamored of
weaponless combat (“watch
me pummel
that displacer beast!“); and so
forth.
Others assume that playing a fantasy game
with a minister would
be a crashing bore, and thus would feel
awkward sharing their hobby
in my PRESENCE.
Again, this is stereotyping. In fact, I find the reverse
is often true. The men
and women I play with are of varying ages, all
very well-read, with a breadth of IMAGINATION,
a contact with real life
with its sorrows and raw deals (and also
its triumphs), and a feel for
fantasy that I find very hard to duplicate
elsewhere. After playing
with them (or people like them), I find
other groups less sophisticated and harder to get used to.
Another problem is that for many people,
clergypersons are seen
as inhibitors of fun rather than sharers
of fun, and this brings me to
the point of this essay. The non-churched
population generally
views the Christian faith (and religion
in general) in terms of a body
of rules and regulations designed to keep
one from enjoying oneself.
This is a false view, but a prevalent
one, and voices in the Christian
community have been raised of late saying
that such things as
Dungeons & Dragons are questionable
at best (damnable at worst).
The double effect of misunderstanding
and misguided righteousness
on either hand have made FRPGs a hot topic
in
the religious community. It is my purpose
to lay out a Christian
understanding of the uses of fantasy,
and then speak from a pastoral
perspective on the value of RPGs. Others
may disagree
with me, and they are welcome to do so.
But for all those who feel
that the real-life Clerics
are after them the bubble of FEAR and
resentment needs to be burst.
The Uses of
Fantasy
When I was in Seminary, I heard endless
exhortations from
accomplished preachers on the art of preaching.
And one of the
most oft-repeated statements I heard was
“You gotta preach with
the Bible in one hand and today’s newspaper
in the other.” Now, I
understand what these princes of the pulpit
were tying to say, and I
have tied to heed their advice. They were
basically saying that the
task of one who preaches is to address
the very real concerns of very
real people and connect their needs with
the resources that the
Christian faith offers: matching hatred
with love; corruption with
justice; brokenness with healing;
sin with forgiveness; turmoil with
PEACE; apathy
with commitment. But what was often left out of their
exhortations was the need of every human
being to not only manage
his life well, but to find fulfillment
in it. And where fantasy comes in is
when we realize that fantasy is part of
a very deep level of the human
soul—a part of us that also aches to be
filled with the wholeness
offered by religious faith.
In his magnificent essay On Fairy-Stories,
J. R. R. Tolkien spoke a
definitive word about why human beings
contrive make-believe. He
writes,
“The magic of Faerie is not an end in
itself, its virtue is in its
operations: among these are the satisfaction
of certain primordial human desires. One
of these desires is to survey the
depths of space and time.
Another is . . . to hold communion
with other living things.”1
These desires are part of what make us
human, and if they find
not their object in God, then they will
seek satisfaction elsewhere.
Likewise, a faith that does not touch
these deep recesses will fail to
really satisfy human beings and cheat
them of their Hope for wholeness.
For Tolkien, Fantasy is a natural imitation
of God, and the gospel
a realization of the dim longings of countless
generations. On the one
hand, he views the making of fantasy milieux
as a part of what it
means to be made in the image of God.
He is the Creator; we are
Sub-creators, given the grace to enrich
his world with imaginary
worlds; to add to his creatures creatures
that never were. As Tolkien
writes,
“Dear Sir,” I said— “Although now long
estranged,
Man is not wholly lost nor wholly changed.
Dis-graced he may be, yet is not de-throned,
and keeps the rags of lordship once
he owned:
Man, Sub-creator, the refracted Light
through whom is splintered from a single
White
to many hues, and endlessly combined
in living shapes that moue from mind
to mind.
Though all the crannies of the world
we filled
with Elves
and Goblins, though we dared to build
Gods and their houses out of dark and
light,
and sowed the seed of dragons—’twas
our right
(used or misused). That right has not
decayed:
we make still by the law in which we’re
made.”2
And on the other hand, Tolkien sees the
natural bent for human
fantasy caught up, epitomized, and redeemed
in the Incarnation of
Jesus Christ. As usual, he puts it best:
“The Gospels contain a fairy-story,
or a story of a larger
kind which embraces all the essence
of fairy-stories . . . But this
story has entered History and the primary
world; the desire
and aspiration of sub-creation has
been raised to the fulfillment of Creation . . . There is no tale ever
told that men would
rather find was true, and none which
so many sceptical men
have accepted as true on its own merits.
For the Art of it has the
supremely convincing tone of Primary
Art, that is, of Creation.
To reject it leads either to sadness
or to wrath.”3
In the same essay, Tolkien also notes three
particular functions of
fairy-stories (and by extension, of fantasy
games): Escape, Recovery, and Consolation.
Escape is a legitimate exercise. Too many
“realists” condemn
fantasy as “escapist.” But what is wrong
with escape (or vacation, if
you will)? Life presents us with certain
hard facts, such as a limited
amount of money,
a comparatively short lifespan, and our social
environment. Why should one be condemned
for experiencing
second-hand, as it were, things that he
cannot afford, stretches of
time he could not live to see, or a mode
of living impossible in
20th-centuy America (such as fighting
with edged weapons in real
combat)? And if Life has dealt you a weak
hand, who says it’s your
duty to enjoy it? Can’t a person living
in the depths of a ghetto
fantasize about drinking from a pure mountain
stream he cannot
realistically get to?
Recovery means seeing things from a new
angle, recovering a
proper sense of things. Fantasies and
faery-stories of undying Love
help us to suddenly see our spouses and
sweethearts in a new light,
recovering a fresh appreciation for who
they really are, and for what
they mean to us. Fantasy vehicles involve
moral implications that
also sharpen our focus: Fantasized nobility
helps clean out the
shabbiness and cheapness which often clothes
the world and its
inhabitants for us; fantasized villainy
awakens us to the potential
Faust in each of us.
Consolation centers on the Happy Ending:
not as a contrived,
gimmicked, sugar-coated result with no
bearing on reality or relation
to previous events; but rather, fantasy
vehicles involve us in joy
through the resolution of their conflicts.
And the greater the terror,
the dreariness or the hassles, the greater
the joy that uplifts us when
the moment of triumph arrives. I always
try to make my dungeons as
challenging as possible. That way, when
a PC emerges
victorious, he has really accomplished
something. And more than
that—more than the satisfaction of having
played well—he or she
has experienced a joy that belongs only
to those who have faced
great odds and hopeless situations, and
then seen deliverance won
by a hair’s-breadth. That is what keeps
bringing ‘em back to play
again and again.
Thus, for me (and for many others) fantasy
is an important and
natural human
activity: It is a function of the human soul which
brings me fully alive. The pleasure I
get from walking out of doors is
greater because I have walked in the sweet
shadows of Lothlorien
and upon the high valleys of the Fixed
Island on Perelandra.
Pastoral Perspectives
Of course, I do not mean to make this
essay one long paean to
fantasy. Fantasy heals the mind; it can
also be used to rot the mind.
Humanity is a two-edged sword: Nothing
that can be used for good
cannot also be used for evil. And so,
let me lay a few patented
pastoral profundities on you.
1st, as to role-playing as a gaming device.
Role-playing is fairly
new to gaming, but it has been around
in the counselling room for
quite a while. Many self-destructive patterns
in behavior and emotions can be linked to early psychological conditioning
in the family,
so often a person in counselling will
be asked to assume the role of a
parent or someone else deeply involved
with his own psyche, and
speak to “himself” in an empty chair,
telling himself the healing
messages that he needs to hear. For instance,
a person with workaholic tendencies instilled by his upbringing might assume
the role of
his “parent” and tell his “child” that
it’s okay to have fun, too, and
that you’re important for who you are,
not just for how much work
you can crank out.
Role-playing is also used to train people
in the caring professions. When I was doing clinical work in a major hospital,
we seminarians would take turns playing ministers and patients with various
concerns and personalities. Then we would evaluate how we had
perceived each other, and both the “minister”
and the “patient”
would emerge with a deeper knowledge of
the dynamics of the
situation.
Role-playing is a liberating exercise.
It frees you from the pretense of trying so hard to be what you want others
to think you are.
Instead, by assuming a role, you can be
whatever you want to be,
and in the process you grow in your understanding
of human behavior (your own, not the least).
One of the geniuses of D&D and
AD&D is the identification
of a player with a continuing, developing
character. A good character, well played,
involves particular aspects
of your self-image and allows you to plumb
their depths. Each of my
most-favored characters contains within
his personality some seed
of myself. I get a different enjoyment
and grow in different areas from
playing each one.
2nd, as a pastor, I find that playing D&D
with others is an
incredible tool for informal diagnosis. I am trained to understand the
motives and makeup of people: It is part
of my calling to understand
what makes them tick, in order to understand
and affirm who they
are, and minister to them. I have never
found anything like fantasy
role-playing for revealing who a person
really is. And that enables
me to effectively care for that person
and affirm him or her even
more.
3rd, role-playing gives us a sanity break.
People ask me why I
play Dungeons & Dragons. One reason
is for my emotional health.
Aggression and anger, for instance, can
be dealt with constructively
or destructively. Destructively, you unload
on people, or yourself.
Constructively, you have the option of
unloading on objects (e.g., a
racquetball), or you can assume a role
and unload on a bunch of
hapless orcs
with no guilt and no restraints.
Unfortunately, the 4th note in this chord
is a sour one. I said
that fantasy, like all that is human,
is a two-edged sword. Each of
these benefits of role-playing games has
its pathological counterpart.
It is possible to become obsessed with
fantasy vehicles and lose
contact with the real world, rather than
returning to it refreshed. It is
often seen that player characters are
used as a means of relating to
people dishonestly: Rather than assume
a role, a player with emotional problems merely changes his name
to “Siblfurd Yorgenmiddling” or whatever
and plays out his destructive behavior in a
non-healthy way, inviting rejection and
disrupting the enjoyment of
others. There are those for whom magick
and demonology cease to
be conventions of the game and become
real-life pursuits. The list of
possible perversions is endless.
It is this which elicits the questioning
response to fantasy roleplaying games on the part of the religious community.
Healthy people fear their kids/FRIENDS
will become unhealthy; responsible
people fear their charges will become
irresponsible; believers fear
that fantasy role-playing games produce
non-believers, or at least
provide a seductive arena for unhealthy
commerce with hostile
values.
On the whole, I think these fears are ungrounded.
It is possible to
misuse fantasy, role-playing, and any
other hobby, but the great
majority of people who dabble in them
are healthy persons. And
almost always, what comes out of a person
who plays games like
D&D is merely a distillation of what
that person brought to the game
to begin with.
C. S. Lewis made a useful point in his
book, An Experiment in
Criticism. Rather than calling
a book (or in this case, a game genre)
good or bad on the basis of what we think
of it, we ought to judge it
by how it is used. Any book (or game)
which can be used for healthy
enjoyment (what Lewis called healthy castle-building)
is a good
work, even if poorly written or conceived,
and even if some do
misuse it. On the other hand, only those
works which can only be
used for what he called morbid castle-building
should be condemned by critics.
As a pastor called to care for people
and help them to find
wholeness for their lives through God,
I am as deeply concerned as
any about those who misuse fantasy vehicles.
As a convinced believer in the supernatural (and in the supernatural conflict
between
good and evil), I am a vocal partisan
for my Lord against all other
claimants to primacy in life. As a Christian,
I believe the statement,
“Bad company ruins good morals.”4
But at its most fundamental
core, I find that games such as Dungeons
& Dragons provide immense enjoyment in a healthy way, and are even
useful in personal
growth. A healthy group of gamers can
be a tremendous environment for a person to thrive in. It is not for everybody,
of course:
Some don’t have the taste for it, and
some should not play it if they
are going to become compulsive about it.
But on the whole, I say
“Roll those dice!”
Notes
1“On Fairy-Stories,”
The Tolkien Reader, Ballantine Books, New York
1966, p. 13
The War Dragon
Bill
Rae
Timnath
CO
(Dragon
#125)
A number
of people wrote in response to
Matthew's
letter, some favoring his ideas and
some
opposing them. In general, it is the policy
of
DRAGON
Magazine to avoid publishing material
that
specifically translates a modern and
commonly
accepted religion in to game-specific
terms.
We might use an article on monotheistic
campaigns,
or publish an article on medieval life
that
includes information on religious beliefs at
the
time, or even publish game statistics for
ancient
Roman deities, but (as Bill Rae notes
above)
we feel that giving a campaign a specific
religious
background taken directly from real-world
religions
is the province of the DM and
players
involved.
On a
related topic, some readers have written
to
say that their parents won't allow them to
play
certain role-playing games. A compromise
solution
to this problem would be to try different
types
of games. Super-powered hero games
are
often quite acceptable to parents, as are
science-fiction
and espionage role-playing
games.
They're certainly worth a try!
Bill
also mentions the DRAGONRAID game,
which
is produced by Adventure Learning
Systems.
This role-playing system was created
to
teach Christian principles and ethics through
a gaming
medium. Interested gamers should
contact
Adventure Learning Systems, Inc., P.O.
Box
25909, Colorado Springs CO 80936, or call
(303)
590-7818 for more information. The boxed
DRAGONRAID
game costs $29.95. -- Roger Moore
I am writing this letter concerning
the bad
publicity the DUNGEONS
& DRAGONS®
game sometimes gets from
ministers or television.
I saw a news report on one
of my local news
stations in which they talked
about how D&D
books contained descriptions
of demons and
devils
and how bad an influence D&D gaming is
on young people. The report
was highly biased in
that they only got the point
of view of a minister
who was against the game.
They did include
some film of regular kids
playing a game, but the
way they presented the game,
the event didn't
look as fun as many say it
is supposed to be.
I couldn't stand the report
but I watched the
whole thing and took notes
about what each
person said and who was involved
(e.g., the
minister's name and church).
I then wrote a letter
to the news reporter and
explained how I thought
the report was slanted and
expressed how the
report could have been more
balanced. All I
wanted to do was vent my
opinion and I didn?t
expect her to get back with
me personally. She
asked me if I would give
my side of the story and
I happily agreed. In the
end, we did get our side
of the story told, albeit
not in the way I would
have preferred.
There were a few things I
learned, though,
which people should be aware
of. In my opinion,
the report we were part of
was not presented in
the way I had expected. Mainly,
they allowed 2
of the 4 people to say one
sentence; the reporter
said everything else, and
they showed a lot
of footage of our
painted figures, which they
obviously thought were pretty
neat. Now, for
those who might happen to
get into this spot, a
few warnings. The news report
is not in your
hands. The editing (what
goes in and what stays
out) is entirely in the hands
of people who know
little or nothing about the
game. What makes the
editor put something into
the report is the quality
of the picture; is the person's
face focused, did the
person speak ineffectively,
etc. The editor wants
to put together a montage
of his best pictures
rather than try to present
you in the way you
would like to be presented.
Another problem I ran into
was that the reporter
asked me questions like "What
would you
like to say about the game?"
I hadn't prepared
myself for any of her questions
and found myself
bumbling a lot of words (that
scene didn't get
into the report, of course).
Another question she
asked me was, "Could you
explain how the game
is run?" Again, I knew what
I wanted to say, but
because I didn't prepare
myself I bungled up in
my explanation by repeating
things. When you
see politicians
on television, they look good
because they've prepared
themselves for the
camera. On the other hand,
I didn't have any
experience with the camera
and I didn't prepare
myself at all.
Finally, the last thing you
have to be aware of
is the fact that working
in front of the camera is
not as glamorous as it looks.
There are a lot of
mundane things that have
to be taken care of,
like: Do you have a large
table where they can
film you? Is there enough
room to move the
camera around and set up
lights--Then they tell
you to act normally as if
no one was about.
I hope that this information
may prove useful
to future "television aspirants."
I have done my
little part to ferret out
any misinformation concerning
role-playing and would gladly
do it
again, but only if I prepared
beforehand.
I am 17 and a freshman at
Georgetown University,
majoring in international
political science.
I have been playing the ADVANCED
DUNGEONS
AND DRAGONS® game for five
years, incorporating my love
of languages into
my milieu. I read DRAGON
Magazine regularly
and am an RPGA member.
Nick Jamilla
Cape Coral,
Fla.
(Dragon
#104)
For 9 years of continuous
gaming, it has
been my belief as well as
experience that the
AD&D
game is set in a time frame similar to
that of the Middle Ages in
Europe. This being
true, I have often been puzzled
as to why the
AD&D game volumes
or DRAGON Magazine has
never dealt with the most
important aspect of
that era: Christianity. I've
run a Christian
campaign for years and not
only have I not
offended my players, but
I've appeased the
parents of my players who
previously claimed
the AD&D game
was blasphemous. If realism is
what you want in the AD&D
game system, quit
worrying about the strength
of female hobbits
and deal with this much larger
hole in the
system.
Matthew
Hamilton
Gaithersburg
MD
(Dragon
#121)
I realize it's a bit late,
but after reading the
"Forum" letter by Matthew
Hamilton in issue
#121, I feel compelled to
respond. The very idea
of a Christian campaign is,
to me, blasphemous.
I don't think that any real
religion, modern or
not, should be allowed in
an AD&D game. I am
a Jewish person who is not
offended by much,
but this gets me mad. Even
though the AD&D
game is roughly based on
the Middle Ages, to
say that the game must have
a set of modern
moral values is outrageous.
In my game, the
parents of my players do
not think poorly of
our game simply because I
do not play with
"gods." I have simply removed
that element from
the game.
I do make assumptions, however.
Priests and
paladins are assumed to have
a place of worship
to which they donate regularly
(simulated by
removing money and items
from the characters'
possessions), that they take
time out to serve
every so often (simulated
by removing the
character from play), and
that they take time
each day, before breakfast
or before they go to
sleep, to pray. These things
are assumed. We do
not role-play them. ("Well,
my cleric, finds some
rocks to build an altar,
then he builds it.")
If modern values do show up
in our game, it
should be because of the
beliefs of the players,
but these morals and values
should not be
imposed by the DM.
Aaron
Goldblatt
Fort Worth TX
(Dragon
#141)
I am writing in response to
Aaron Goldblatt's
letter in issue #141's "Forum"
in which he says
that no real religion, "modern
or not, should be
allowed in the AD&D®
game." Although I have
not read the article in issue
#121 that inspired
his letter, I must comment
on his statements.
First, I see no reason why
players should not
ROLE-PLAY interactions with
deities. I capitalize
role-play because that is
what you are meant to
do--the ideals of any AD&D®
game religion
should be restricted to characters
not players)
in game sessions. 2nd, the
ideals behind most
deities (particularly the
historical ones in Legends
& Lore)
are ideals present in human society <DEITIES
& DEMIGODS>
and human nature, reflected
in a divine
figure, and so no morals
are being "imposed" on
anyone.
Also, I would like to comment
on the way
Aaron Goldblatt simulates
the priestly duties of
clerics (and druids,
too, I hope) and paladins.
The idea of just taking money
from a character
sheet or removing a character
from play takes a
lot of fun out of the game,
as many possibilities
for adventure are lost by
doing so. Too many
assumptions can do the same--a
fiendish DM
could have a lot of fun sending
PC clerics on
quests if the PCs failed
to inform the DM that
they would carry out their
religious obligations.
To add to this, if such major
tasks as constructing
an altar or shrine are simulated
just by
removing funds from a player's
character sheet,
I see no reason why the nearest
bandit group
shouldn't just go and knock
the shrine down, as
the player has not gone into
detail about the
defense, location, or maintenance
of the construction.
(Note: This will do terrible
things to a
character's funds--a useful
DMing tool.)
Robert Benson
Papakura, New Zealand
(Dragon
#148)
I am writing in response to
Aaron Goldblatt's
letter in "Forum" (issue
#141), which implies
that religion is best left
out of the AD&D® game.
While Aaron's letter raises
some interesting
points, I must say that I
completely disagree
with them. I am a Moslem
and, like Aaron, am
not offended by much. Unlike
Aaron, however, I
feel that mythology and religious
systems are an
integral part of the game.
My own religion strictly forbids
belief in more
than one God, but the AD&D®
game is fantasy,
not reality. Because it is
fantasy (and not just
fiction), religion and mythology
become all the
more important. Who can be
responsible for the
workings of the multiverse
and the laws of
magic other than the immortal
beings who
control the destiny of man
(elf, dwarf,
etc.)?
Religious systems used in
a campaign dictate no
morals or values to the players,
just to their
characters. Gods and their
pantheons do not
exist to influence the players,
but rather to
maintain a cosmic balance
in the multiverse and
make the
game more fascinating and even
educational. Demons
and devils aren't there to
promote satanism, but to
oppose the celestial
forces of Good. Good vs.
Evil is, after all, the
major conflict in the game
system.
Without having divine beings
of earth-shattering
power to represent, it is
much less
exciting to role-play a Priest,
druid, paladin, or
any other character for that
matter. How can
one merely assume that a
cleric worships a
certain deity? The Priest's
mission in life is to
increase
the number of worshipers for his
patron, thus increasing his
patron's overall
power. A cleric in a superior
campaign will
show no shame when worshiping
and promoting
his god. He will immediately
oppose anyone
who is against his religion.
Mythical gods are, therefore,
very important,
as most religions in the
campaign world will be
polytheistic. Gods can be
unique to a fantasy
world or can be borrowed
from mythology. Use
of the latter creates a sense
of familiarity and
plausibility, which is an
important element of
any fantasy world. Monotheistic
religions should
be used as well. They simply
cannot be left out
of a quasi-medieval fantasy
world. Besides
adding to that sense of familiarity,
they allow a
player with strong religious
beliefs to play a
character with similar beliefs,
rather than one
with different morals and
values. Besides, many
Biblical stories are more
awesome than myth
and fiction and are an excellent
source of inspiration.
Andrew C. Gronosky's article
in issue
#140 ("So
Many Gods, So Little Time") is an
excellent tool for creating
monotheistic and
polytheistic religious systems
for a campaign
world.
For these reasons, I hope
that the list of deities
and heroes in the AD&D®
2nd Edition game
is more complete. The only
hint of a monotheistic
religion in Legends
& Lore is in the section <DEITIES
& DEMIGODS>
on Arthurian
heroes. The 2nd Edition game
should include more knights
and saints (Roland,
El Cid, etc.), as well as
characters from the
Arabian Nights tales (Ali
Baba, Aladdin, Sinbad,
etc.). Such legendary characters
are an inspirational
source for many contemporary
heroicfantasy
epics.
In short, the AD&D®
game simply cannot be
deprived of its very roots.
Religion and mythology
are 2 of the most interesting
and important
elements of the game.
Hammad Hussain
Newark NJ
(Dragon
#148)