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Dragon | - | - | - | Dragon 39 |
Larry DiTillio’s article in The Dragon
#36, “Painted Ladies &
Potted Monks,”
was quite thought-provoking. In that article, Mr.
DiTillio raised some interesting questions
which touch the deeper
dimensions of role playing. In short,
he suggested that we are doing a
bit more than “playing”; we are forming
attitudes toward real life.
It is the intention of this article to
push beyond the conclusion of
Mr. DiTillio’s piece. If statements in
this article give him some rough
handling, it is not out of contempt. Mr.
DiTillio deserves our thanks
and respect for his sensitivity to the
effects his game was having on
younger players and for his attempt to
respond to those effects in a
responsible manner.
The exchange between the DM and the shy
Paladin which Mr.
DiTillio relates needs some examination.
The Paladin asked if engaging in (what appears to have been) some gratuitous
sexual titillation was or was not a violation of his character’s alignment.
The DM
responded by saying that “if he considered
sex evil it was, though in
[the DM’s] opinion it wasn’t.” The DM
responded on the level of
right and wrong. The point here is that
the question was not about
right or wrong; it was about the appropriate
response of a character.
The question was: Do Paladins engage in
such activities? The question was not: Is it right or wrong? The question
that was actually
asked was straight out of Faerie. The
DM’s reponse was direct from
Poughkeepsie. It is important to hear
what is actually being asked as
we play games; the rules of the game may
be different than the rules
of “real life. ”
Please permit a short digression here.
Faerie, or Elfland, is a
strange world. It is not familiar or comfortable
to us. It is weird,
awe-ful, wonder-ful. Anything which comes
directly out of "real life"
is from Poughkeepsie; it is comfortable,
familiar, plastic, ultimately
trivial and boring. The art of Fantasy
is not concerned with real-life
evil, or science, or quickies or getting
high. It is concerned with the
profound mystery behind and within life,
nature and the human
soul. Anytime you sense “real life” creeping
into a fantasy game,
you know that the Poughkeepsie Factor
is at work. So ends the
digression.
What can we make of the answer to the Paladin’s
question? Was
the answer adequate even in “real life”
terms? I cannot see that it
was. Is something right just because we
think it is right? If Hitler feels
that it is right for him to kill six million
Jews, is that morally acceptable? Was the Inquisition right because the
Pope said it was? It seems
to me that this kind of relativistic morality
is untenable. My own
suspicion is that people accept such relativity
either because they
have not given the matter sufficient thought,
or because they wish to
avoid the moral claim or issue which is
implicit in a given situation or
decision.
Is something right just because we think it is right? If Hitler feels that it is right for him to kill six million Jews, is that morally acceptable?
In spite of expressing a relativistic morality,
Mr. DiTillio later
communicates a sincere desire to provide
“real life situations in a
dungeon” which will enable players to
“pick up reasonable attitudes
toward the very real evils of life.” He
wants to use games as teaching
devices by espousing “real life” good.
Although such charitable
impulses are to be applauded, they drag
us out of Faerie back into
Poughkeepsie.
I do not wish to say that we cannot learn
some lessons from
Fantasy, but I would argue that Fantasy
is not designed to teach us
anything. If someone uses a fantasy game
or novel as a soap box or a
pulpit, that person has perverted Fantasy
and has turned a form of
art into a form of propaganda or pornography.
Fantasy will not tolerate teaching or
preaching. Nor will Faerie
accept the imposition of moral concerns
from “real life.” Nevertheless, there is an inherent morality to Fantasy.
It is not a morality of
law, but a morality of being.
The assumption underlying all Fantasy is
that a character is going
to become a hero or a heroine. The potential
hero begins as a normal
person, unprepared to do the work that
he must do, unworthy of the
dignity which properly will be his at
the completion of his task. In
order to do his work and face the final
terror, the hero must grow—in
strength, courage, dignity and wisdom.
In short, he must experience
an inner transformation.
There is a mythic structure which embodies
this transformation.
It is summarized here from Joseph Campbell’s
The
Hero with a
Thousand Faces: “The mythological
hero, setting forth from his
commonday hut or castle, is lured, carried
away, or else voluntarily
proceeds to the threshold of adventure.
There he encounters a
shadowy presence which guards the passage.
The hero may defeat
or conciliate this power and go alive
into the kingdom of the dark
(brother-battle, dragon-battle; offering,
charm), or be slain by the
opponent and descend in death (dismemberment,
crucifixion). Beyond the threshold, then, the hero journeys through a world
of unfamiliar yet strangely intimate forces, some of which severely threaten
him (tests), some of which give magical aid (helpers).
If someone uses a fantasy
game or
novel as a soap box or
a pulpit, that
person has. . . turned
a form of art into
a form of propaganda
or pornography.
“When he arrives at the nadir of the mythological
round, he
undergoes a supreme ordeal and gains his
reward. The triumph may
be represented as the hero's sexual union
with the goddess-mother
of the world (sacred mother), his recognition
by the father-creator
(father atonement), his own divinization
(apotheosis), or again—if
the powers have remained unfriendly to
him-his theft of the boon
he came to gain (bride-theft, fire-theft);
intrinsically it is an expansion
of consciousness and therewith of being
(illumination, transfiguration, freedom). The final work is that of return.
If the powers have
blessed the hero, he now sets forth under
their protection (emissary);
if not, he flees and is pursued (transformation
flight, obstacle flight).
At the return threshold the transcendental
powers must remain
behind; the hero re-emerges from the kingdom
of dread (return,
resurrection). The boon he brings restores
the world (elixir).”
I believe this pattern is one of the essential
forms of Fantasy and
that it contains within it an inherent
morality.
Beyond this inner dynamic, the task set
for the hero is his alone. It
is a work only he can do for the benefit
of the world. If he fails, the
world will die or be enslaved. The character
will become a hero by
accepting the role fate has set for him
and by fulfilling the task he
must perform. The hero, then, has a significant
part to play in the
World History of Faerie.
Whatever contributes to the hero’s growth
toward nobility is
good; whatever contributes to his regression
is evil. If he does
something which imperils his mission (thereby
putting his world in
peril), he is foolish—perhaps criminally
foolish. If he acts in a way
which promotes his mission he acts wisely.
From this, we can conclude that without
a world within which to
work and for which to work, there would
be no morality in Fantasy. If
we play out dungeon adventures which have
no vital connection to a
world hanging in the balance, if a player
cannot find a place for
himself in the whole epic of history,
then there is no imperative to do
anything and there is no reason to refrain
from doing anything.
Everything is then truly relative.
Game objectives, as they now exist in AD&D
and even C&S,
only permit a character to grow in power.
As long as games define
significant activity solely in terms of
the acquisition of power, we will
<h&e> no morality. If games begin
to allow experience points or
something like them for growth indignity
or nobility, then we will
begin to move toward the morality inherent
in Fantasy.
When that begins to happen, we will be
able to ask questions.
What does it mean to be a noble Warrior/Mage/Cleric/Thief/Paladin,
etc.? What kind of behavior is appropriate for my character?
What are my Paladin’s deep wishes? For
what does he seek and
yearn? What really satisfies him or fulfills
him? Given his role in the
world, how might he act his best? When
we answer these questions
for ourselves, we will begin to formulate
a morality.
As a player will need to continually ask
if certain actions are
worthy of his character, so a DM will
have to ask if certain situations
are weighty enough to claim a place in
Faerie. Gratuitous sex and pot
smoking seem to fail that test. That is,
they fail unless they are being
used by a villain to lure some potential
hero from his quest into
dismal failure.
Mr. DiTillio’s “scarlet hued room” seemed
pointless—good for
some kicks but ultimately signifying nothing.
The “pseudo-high” he
provided was dangerous because it meant
that a character had
surrendered his alertness, preparedness
and awareness while in the
Perilous Realm. A three-turn inability
to fight is hardly a serious
penalty for abandoning three virtues every
hero must possess. Perhaps a combat penalty plus
forbidding the acquisition of any experience points for 24 hours would
have been more in keeping with the impact that getting stoned actually
would have in Faerie. If you want significant/meaningful play, you
have got to fashion a significant/
meaningful world.
Finally, Mr. DiTillio calls upon older
players to teach younger
players, and thereby improve play. I do
not share his faith. I am not
overly impressed by the morality, holiness
or sacrificial love embodied by my life or those of my contemporaries.
But I do believe
that as we struggle to discover the reality
of Faerie and the proper
forms of Fantasy, as we design game mechanics
which are true to
those realities, we will discover our
souls, we will make ethical
decisions . . . we will be transformed.