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Strengthening the Herd: Can Gaming Change You?

Posted on 18 April 2003

As a GM, I sometimes have these flights of fancy where I see my games transcending entertainment into the realm of political and social change. In actuality, I’m an idiot for thinking that. Sure, a game might occasionally allow a player to see a different view on a certain issue or subject. Most of the time however, it’s just a game.



I don’t think I am alone in that thinking. This week, I am going to take a deeper look into the whole idea of using a game to change someone. Is it possible? If it is, what sort of change is possible? How do we do it?



Of course, you might read this article and tell me I am full of it. You might even agree and have your own experiences to share. Please post in the comments section below. I want to read your stories.



Change Is Good?



Mirroring current events in the world is something I have done numerous times. Sometimes, I do it by accident. Other times, I do it on purpose. You see, I am a politically active fellow. I have numerous opinions and ideas that I think would improve our system of justice and government. I think most of us do. This fact, whether we like it or not, affects our games no matter what we do.



For example, I am a Christian. I rarely ever portray Christians as terrible mindless heathens in my games. Self-proclaimed “Christians” have often been villains of my games, but there is usually a process where the heroes reveal that the villain’s faith is actually based on evil. Therefore, he or she is not a Christian. In many games, God has been consistently shown as a force seeking to redeem creation. This is part of me and the way I see our world.



As humans, we all do that. Our biases come out to play in the world of imagination. Sometimes, it is not necessarily appropriate. Sometimes, we don’t really mean to do it. It just happens. We take it for granted.



What happens when we consciously act on our ideas to show the superiority of a certain idea over another? What happens when we try to change someone’s opinion or life through the game?



Let’s say I am running a weekly D&D campaign. I have decided that I hate monarchies and think they are a terrible idea. I decide that democracy is the best form of government ever. My goal is to prove this in the game, as a sort of subplot going on while the heroes do their thing. So the heroes go galloping around the kingdom, slaying evil creatures, and saving the day — meanwhile, the king turns increasingly corrupt and greedy. Eventually, the heroes are forced to do him in. In the power vacuum that is left in his wake, several advisors and citizens of the kingdom gather together to build a new government, a democracy, and they live happily ever after.



Okay, so I am sort of skimping there, but you get the drift. At best, my players will be cool with the fact that some imaginary people are happy and have a new system of government. At worst, my players will wonder why I went to such lengths to illustrate the glories of democracy.



I doubt any of my players will suddenly pop up out of their seat, shouting “DEMOCRACY IS THE ANSWER!”



Of course, the change we may try to force on our players does not have to be anything to do with society or politics. It can be game related. Let’s say that you are pissed at your player’s minotaur barbarian because all he wants to do is fight, kill, and maim. You are sick of this. This week, you purposely then plan an adventure with very little fighting, taking great pains to insure that every encounter is going to see your player’s character helpless or hurting. In essence, you are teaching your dear friend that making a character designed only to kill is bad.



What happens as a result? Your player gets pissed off and quits the game. Alternately, your player might be smarter than you think and come up with unique ways to use an axe in your masterful adventure, getting out of the tight bonds that you built to ensnare him. More likely, your player gets frustrated and pissed. In all, a gaming session was wasted because you wanted to teach a lesson.



Okay, to come clean, I have done that before. I have done it numerous times. You know what? It has never worked. It only ends up hurting feelings. It ends up being bad.



So, is there a way to set up your game so that it intentionally teaches players and attempts to change the way they see the world? Quite possibly — but it does not involve a GM forcing something down his players’ throats. In fact, if there is a way, it is the decision of an entire group to explore the theme or overarching question of the game. It is not a singular choice.



Of course, can the act of gaming change someone? Let me rewind. Before, I simply asked — can you change a player through the game? Now, I ask - can gaming change someone?



My answer to that is a resounding yes. I am by no means saying that gaming is a noble and true artform, and that all humans should have time set aside each day to take part of in it. Negative. In fact, I am saying the simple act of gathering with your friends, sharing some snacks, and using your imagination in a positive way is a way to change someone. People need community. People need to belong somewhere. A gaming group can be a place like that, a place where folks can unwind, vent their frustrations at life, and have a good time for a few hours before returning to the daily grind.



To conclude, gaming can be a positive thing that makes someone’s life better. Gaming can also be a real drag, especially if folks decide to make it a platform for their personal agenda. We can’t avoid that our own biases come out during the gaming session, but we don’t have to force it down a player’s throat.



Great. Now get out there and game!

This post was written by:

NathanH - who has written 7 posts on The Gaming Outpost.


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