| Morality I | Morality II | - | Morality III | Morality IV |
| Dragon | - | AD&D | - | 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 <Poughkeepsie=x>
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 6,000,000 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 6,000,000 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), s
ome of which give
magickal 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, <Chivalry
& Sorcery>
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
<have> no morality.
If games begin to allow XP 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 <Fighter>/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 3-turn inability to fight is hardly a serious
penalty for abandoning
3 virtues every Hero
must possess. Perhaps a combat penalty plus forbidding the acquisition
of any XP 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.