by Larry DiTillio
Morality I | Morality II | - | Morality III | Morality IV |
Dragon | - | - | - | Dragon 43 |
In Dragon #39, Douglas P. Bachmann wrote
a
piece on morality
in fantasy
which he says was prompted by my views
in The Dragon
#36. I am replying to that piece for two
reasons: 1) Mr Bachmann
made several unfounded assumptions about
my game world and
2) I believe Mr. Bachmann did not truly
tackle the notion of responsibility in DMing.
Let’s get the assumptions out of the way
quickly, since they are
really personal pique. Assumption One
is made in an examination of
an exchange between myself as Dungeon
Master and a young boy
who was playing a Paladin at a pick-up
game I ran at an area
convention. The exchange related to sexual
activity as it affected the
player character’s alignment, and I used
it as an example of natural
sexual curiosity manifesting itself in
the human experience of
game-playing. My reply to the boy’s question,
for the record, was
that if he considered sex to be evil,
then it was, but that I personally
didn’t consider it evil. Mr. Bachmann
stated that I misinterpreted the
question and went on to state what the
boy was REALLY asking. I
find this mildly annoying since I was,
after all, present at the time and
Mr. Bachmann was nowhere around. I know
what question was
asked; I experienced the situation I “reported.”
Mr. Bachmann further states that real-life
situations have no
place in fantasy, but then describes my
answer to the boy as unacceptable in real-life. He cites Hitler’s holocaust
and the Inquisition
as proof that just because someone perceives
an action as acceptable, it is not necessarily right. I submit that sexual
morality is
very open to relativity and in general
does boil down to the personal
belief that certain sexual activity is
either right or wrong and therefore acceptable or not. To compare sexual
morality to the
“morality” of mass murder is to commit
the apples-oranges fallacy
of logic; i.e., there is no sound basis
for comparison.
Assumption Two on Mr. Bachmann’s part is
that the scenarios
involving sex and drugs that I used as
examples were created for
mere gratuitous titillation. Again I am
annoyed, since Mr. Bachmann
has no basis for judging this. He is not
one of my players, he does not
know the overall world view of my campaign
and he does not know
what context those scenarios appeared
in. Were we to sit down and
talk, he might discover that both scenarios
fit into his own pattern of
morality in fantasy.
I sincerely believe that Mr. Bachmann could
have written his
article without mentioning me at all,
and I believe he was not justified
in dismissing my creations as “pointless”
and “gratuitous” without
knowing all the facts. Moreover, I suffered
all the more intensely
since Mr. Bachmann used my personal experience
without giving
the reader the slightest inkling of his
own. Is Mr. Bachmann writing
from the viewpoint of a younger player
or an older player, as DM or
as delver? I think it would help to know
this.
Now, on to more pressing matters—namely,
that ole demon
responsibility. I can accept Mr. Bachmann’s
“inherent morality of
being” in fantasy, but I have trouble
with the notion that “fantasy is
not designed to teach us anything” and
“If someone uses a fantasy
game or novel as a soapbox or pulpit that
person has perverted
Fantasy and turned a form of art into
a form of propaganda or
pornography.” (It is somewhat ironic,
of course, that both our
articles appeared in a column entitled
“Up On a Soapbox”). I don’t
believe that all teaching is propaganda,
just as I don’t believe that all
sex is pornography. I may have got a bit
pretentious in “Painted
Ladies and Potted Monks” by claiming older
DM’s could and should
teach younger players about the “real
evils” of life. Allow me to
confess that and then clarify my stance
here. By “teaching” in the
context of AD&D I meant providing
role-play situations that allowed
(as opposed to forcing) dialogue on real
life. The crux of this is that a
DM who has had experience in certain areas
can share that experience with younger players who have not had the same
experience.
Role-playing is not a new concept in society,
despite the fact that
it is a fairly recent innovation in gaming.
When I was discussing
AD&D
once with an older friend (a corporate executive turned
successful sculptor), he told me about
the use of role-playing games
in corporations to promote better relationships
between executives.
These were not AD&D games, but in
essence were surprisingly
similar. The psycho-drama technique, a
more intense form of roleplay, is used in the field of psychology to deal
with deep-rooted
traumas and other emotional problems.
They may be well too
“Poughkeepsie” for Mr. Bachmann, but I
do not believe it invalidates the premise that fantasy games can teach
attitudes about life to
younger players.
When Mr. Bachmann further states that sex
and drugs are not
weighty enough for inclusion in fantasy
gaming, I feel he misses the
specific point of responsibility to younger
players. I made it clear that
there are areas of significant concern
to young players only—and it
was not my intention to preach morality
in these cases, but rather to
foster dialogue on the subjects by not
categorizing them as intrinsically evil.
Mr. Bachmann stated that he was going beyond
my conclusions,
but he was in fact going in a different
direction than I was. His
concern was an overall concept of morality
in fantasy, while my
article was a description of specific
areas in the actual experience of
role-playing. What he did do was change
practical to theoretical, or
more simply, take a “way-it-should-be”
approach to a “way-it-is”
discussion.
Please, please do not misinterpret that
statement. I am not saying
Mr. Bachmann is wrong and I am right.
It would be impossible to do
so since once again we are faced with
comparing apples and
oranges. Mr. Bachmann’s inherent fantasy
morality is a very broad,
general area; indeed, morality is defined
as “a set of codes for
virtuous conduct” (Random House Collegiate
Dictionary). My
“teaching through role play” was concerned
with general morality
only in espousing examination of
the codes of virtuous conduct &
they exist in reality and as they are
symbolized in fantasy. However,
to speak directly to Mr. Bachmann’s moral
viewpoint, I dealt with
other areas besides sex and drugs which
Mr. Bachmann does not
mention at all. These were summarized
in the beginning of this
article. One of the key areas to consider
is the killing that is an
intrinsic part of AD&D, I wish Mr.
Bachmann had included my views
on a DM who glorifies life-taking (I am
against it), or for that matter
my ideas about racism in AD&D (Is
black always the color of evil in
your games?).
Playing AD&D as primarily a
role-playing game is not all that
easy. Many DMs can’t handle situations
not clearly covered in game
mechanics, and many players are shy about
“overacting.” Mr.
Bachmann has a good idea about offering
experience for growth in
nobility and dignity instead of for growth
in power; however, such a
concept must come from the individual
DM, since to try to include it
in a game system would lead to problems;
an Assassin player’s
nobility and dignity would perforce be
vastly different from a Paladins. However, as a point of information, the
role-playing game
Bushido does provide experience
for honor as reflected in the
Japanese concept of On, or “face.” I further
wish that Mr.
Bachmann had been a little less abstract
in his views and offered us at
least one example of the type of mechanics
or role-play situations he
desires. I would sincerely be interested
in seeing such an example,
and I am certain Mr. Bachmann could provide
it.
I am firmly of the opinion that increased
role-play is the key to
better AD&D and I also believe
that role-play can only be fostered by
the DM who is willing and able to set
up more elaborate situations,
no matter what areas those situations
encompass. If the sword is the
only answer in each and every encounter,
then AD&D becomes a
cut-and-dried wargame. My method of achieving
more role-play is
to use experience from real life that
players have a basis for relating
to; players may still react in ways they
wouldn’t in real life, simply to
vicariously experience that way of reacting.
All literature, mythology, fantasy—and,
yes, gaming—is an extension or elaboration of reality. We cannot play exclusively
on the
ethereal plane, nor can we spend all our
game time buying equipment in city shops (a “reality” situation that I
often find boring, but
that many players really enjoy).
I believe there is a place for Larry DiTillio’s
“Poughkeepsie” and
Douglas Bachmann’s “Faerie,” but not to
the exclusion of one or
the other. It is the blend of reality
and fantasy that makes the
role-play vital and significant and keeps
the imagination going. A
“scarlet-hued” room can be as wonderful
as a meeting with a deity if
the DM can make it so and the players
respond. The elements of
mystery, awe, terror, villainy and heroism
are not plucked from
some cartoon heaven but are facets of
human existence. They can
be used in a boring manner and not achieve
the desired end, or they
can be used with dash and excitement to
round out the game world.