Tag: paul cardwell

RPG-ology #29: Political Correction

This is RPG-ology #29:  Political Correction, for April 2020.


The phrase has been around long enough that I cannot imagine anyone in the English-speaking world does not know what “politically correct” means.  In the short form it means never saying anything that might offend any member of any minority group, whether or not such a person is present.  I bring it up here, though, because just recently someone in a role playing group asked whether the concept had any impact on our games.

Ray Bradbury

I hope that my readers are all literate enough to have read Ray Bradbury’s Fahrenheit 451, and intelligent enough to have grasped its message.  I have elsewhere cited it in relation to Freedom of Expression, and consider it one of the most important statements on the subject, perhaps second only to the famous dissenting opinion by Justice Oliver Wendall Holmes (also excerpted at that link).  It is entirely un-American to censor speech; beyond that, it is dangerous for reasons discussed in that article.

The issue here, though, is about censoring the content of our games.  My answer is similar, but with some additional thought.

Someone (I think perhaps the Reverend Paul Cardwell of the CARPGa) once gave me the expression in relation to role playing games the great thought experiment, and I find that to be an extremely apropos description.  In many ways, games are about expressing and exploring ideas, creating characters who either share our beliefs or offer other beliefs, and pursuing where these beliefs lead through the conduct of the characters who hold them.

In my Faith in Play series I have been running an intermittent miniseries on alignment in Original Advanced Dungeons & Dragons™, and I discussed what “chaos” means in the entry Faith in Play #22:  Individualism.  I mentioned having played an attorney in one game, and the fact that this lawyer was not lawful but chaotic:  he very much stood for the principles of the ACLU, the fact that everyone has the right to be and do whatever he wishes within the parameters that in so doing he does not interfere with the rights of others to do the same.  I am not a member of the American Civil Liberties Union, and they sometimes support cases I would oppose–but I have a lot of respect for their defense of the First Amendment.  Further, playing that attorney in that game allowed me to explore to what degree I agreed with them, believed that the rights of individuals needed to be defended as against the preferences of society at large.

In fact, it seems to me that this entire issue of “political correctness” is precisely about this:  do individuals have the right to believe and say things that are offensive to other individuals?  Do my freedoms include the right to be protected against anything I find offensive?

In my case, at least, they probably don’t.  If you want to call me a dirty WOP, or a stupid Christian, or a narrowminded WASP, I have no recourse.  I object that those are perjorative insults, but you are free to use them.  But what about the game?

In one of my games, a half-orc player character insulted one of my non-player dwarfs.  The dwarf took it in stride and responded, “Did your mother like orcs?”  That certainly would have been politically incorrect if our rules applied to that world, but it was entirely appropriate within the context–and that is the key.  Our worlds, be they fantasy, futuristic, historic, or something else, are filled with people whose views and prejudices are part of their time and place.  In literature we use science fiction and fantasy to explore real-life issues.  Enemy Mine is very much about overcoming racial prejudice, despite the fact that the tension is between humans and aliens.  Captain Kirk says in Star Trek VI:  The Undiscovered Country, “I’ve always hated Klingons,” again exploring racial tensions.  If you’ve never seen the classic movie Tick, Tick, Tick, you’ve missed a story that is very much about southern blacks and whites overcoming their differences.  We use art, and particularly fiction, to explore these kinds of concepts.  The characters within the stories are intentionally politically incorrect, because that is the only way we can convey our message.

There is a caveat here.  We are gathered at the gaming table to have fun, to enjoy ourselves.  Every one of us has limits, lines we do not want to cross.  How graphic is the violence, or the sex?  Are there particular abberations which bother someone at the table?  Some won’t want to play a game that explores rape, or abortion, or–well, there are many aspects of reality that make us uncomfortable individually, and when we get together to play a game we should know what those lines are and not cross them, not make our fellow players uncomfortable.

I don’t believe in being politically correct.  I also don’t believe in being impolite to people.  That doesn’t mean that I can’t have rude characters in my games or my books or my stories.  That political incorrectness is sometimes necessary to explore ideas and beliefs that are different from our own, and so come to understand each other better.


Previous article:  Character Death.
Next article:  Story-based Mapping.

Faith in Play #25: Impact

This is Faith in Play #25:  Impact, for December 2019.


Back in maybe 1981 when I first started explaining on contemporary Christian radio station WNNN-FM that Dungeons & Dragons™ was not some evil cult activity but a very Christian game, I was as a lone voice crying in the wilderness.  In 1997 when I first posted Confessions of a Dungeons & Dragons(TM) Addict, Webcrawler (the original search engine) and Yahoo! (at the time a directory maintained by people reading and indexing web pages) between them had a dozen pages on Christianity and role playing games—half of them against.  So sparse was the defense of gaming against the assaults of well-meaning misguided Christians that within days of my posting that page Reverend Jim Aubuchon knew it was there and invited me to join his newly-formed Christian Role Playing Game Association, which within two years would become the Christian Gamers Guild.

I’d like to say that I immediately saw the benefit of joining my ministry with that of others.  That is not how it happened—but I have told that story elsewhere.  Suffice it that God saw the benefit of putting me on their team.

Today the voices that rage against the evils of role playing games have been isolated to pockets of cranks, and most of the world knows that Dungeons & Dragons™ is not a cult but just a game, and a good game at that.  Meanwhile, there are so many people who in an organized way are involved in some kind of ministry involving gaming that there is a Facebook group specifically for such groups, and even though I am one of the moderators of that group and I have more than once read the article on this site naming many of them, Our Friends and Allies—August 2019 by Bryan Ray, I have no idea who they all are or what they all do.

Did we start something?

I can’t make any grand claims for the Christian Gamers Guild.  When Reverend Paul Cardwell joined us for a while, he was already working with The Committee for the Advancement of Role Playing Games.  I don’t know when Bill Walton launched The Escapist, but he has never been a member of our group to the best of my knowledge.  Michael Stackpole and Tracy Hickman were working on rebutting anti-D&D arguments independently of me for as long as I had been doing it.

On the other hand, I know that at least a few of those currently part of that group of game and hobby ministers were at one point members of the Guild now using their talents in other ways.  Further, I know that we had an impact beyond them.  Just recently (now a few months ago, but only days as I draft this) someone found me on Facebook and reported that two of the articles I wrote in the late 90s (the aforementioned Confessions and the recently unburied and republished Morality and Consequences:  Overlooked Roleplay Essentials) had had a positive impact on his life and marriage, as they helped persuade his wife that his gaming interest was not something evil.  That was someone I helped twenty years ago of whom I only just became aware.  They use to say in media that you will hear from one out of a hundred listeners or readers.  That suggests there were a lot more that I helped whom I will never know were helped.

So what, am I patting myself on the back and giving praise to the organization of which I am so visible a member?

That is not my intention.

I wrote that first article because I saw a wrong that needed to be addressed.  In fact, I drafted the original sometime in the mid eighties, based on notes from the arguments I’d made on the radio prior to that.  I did it because I saw a need.  It made it to the web in large part because I had it already largely drafted and needed material for a web site that would draw attention to the game I had just published.  I had no intentions nor expectations of becoming a recognized defender of hobby games—that was God’s decision.  What I want to convey to you is that if you do what God has put in front of you, if you right the wrongs you see at hand in the ways you see to do so, you will ultimately have far more impact than you imagine.  You will change lives simply by becoming involved in them.

There is a local pastor whose church is not more than five miles from my house; I know him because his mother and I attend the same church.  One particularly cold night he found a homeless man trying to shelter himself on the front steps of his church.  He took care of that man that night—but he thought he, and his church, ought to be doing more for the many homeless on the streets of their small city.  One had recently died trying to take shelter in or obtain clothes from a clothing donation box.  He started opening the church sanctuary on cold or stormy winter nights for homeless people to sleep on the pews.  He worked with other churches in the city and with city officials and police, establishing a program called Code Blue to identify potentially harsh weather, and soon managed to set up places where such people could sleep on such nights, not only in his city but in the two other major urban centers in our county.  This was not enough; creating something called the M25 Initiative (for Matthew chapter 25), he got people working on finding and fixing abandoned houses and moving homeless families into them.  They are approaching a hundred families so helped—and with their initiative, the State has passed legislation supporting such efforts in every county, and local businesses including the major hospital chain have helped fund and manage the program.  (The hospital says that putting people in homes reduces the numbers coming to the Emergency Room for shelter on such nights.)  Reverend Robin Weinstein has, I think, had far more impact on people’s lives than I have had, but it began because he insisted on giving a homeless man shelter on a cold night.

People always say, “Let yourself be used by God.”  Yet the hearers often respond, at least within themselves, “How?”  The answer is right here:  do what you see in front of you to help people and correct wrongs, and God will use you in that, and open more in front of you.


Previous article:  The Christian Veneer.
Next article:  Fields to Harvest.

Faith and Gaming: Ouija

"Ouija Board" by Deviant Art user musicismylife2010.
“Ouija Board” by Deviant Art user musicismylife2010.

I received a letter asking me about a game with an odd spelling. The spelling, Quigi, was not correct, and it took a second letter before I understood that my correspondent was talking about Ouija™, the Parker Bros. diversion which is sold with board games, which is alleged to facilitate contact with the spirit world. Is this, at least, an evil game?

My correspondent gave me an out; he said he would understand if I declared it was not a game. It’s tempting to do so anyway, as although I don’t have an articulable definition of “game” which covers everything I would include and nothing I would exclude, it is difficult for me to figure out in what sense a Ouija board is a game. However, it’s also begging the question. Is this popular diversion inherently and irredeemably evil? I’ve contended elsewhere that the devil doesn’t own anything. Could this be an exception? Read more