Pages

Wednesday, June 17, 2020

RPGs as Art: The Danger Zone

I've had this post brewing in my brainmeats for a couple of days, and then Cavegirl posted a thing yesterday about this topic, so I guess it's time.

With SARS-CoV-2 and the Black Lives Matter protests and Trump being homophobic, I've seen The Dreaded Discourse™ raise its ugly head again, this time regarding what content belongs in games. Is it appropriate to set a game during the coronavirus pandemic, or to set a fantasy game during a plague pandemic, or to have some plot dealing with the current anti-police brutality protests and rioting?

As is often the case, the answer is, "it depends."

The other day I found myself in a Facebook comments section (my first mistake, I know) reading a series of comments answering someone who asked if it was appropriate to set a World of Darkness game amidst the coronavirus pandemic, and to make the pandemic the result of some supernatural agency, or to have them otherwise profit from it.

The overwhelming answer was, "No!" The reasoning being that these events are too close and too raw, and to include them in a game is inappropriate to those who have lost a loved one, suffered, or died from these events.

(Contrast this with an answer that mercifully didn't occur in this particular comments section, but which you occasionally see: edgelords saying that SJWs are ruining games, and that you should run whatever content you want, that the World of Darkness should be dark, and that anyone who objects is a whiny little pissbaby.)

But both of these answers ignore the purpose of art and the social contract that goes along with it. (And RPGs are an artform, remember?)

The purpose of art is to express an idea or emotion and to hopefully convey something of that to the viewer. (Sometimes, you just make art for yourself to try to exorcise something from your head, or to remember something, or to try to grapple with an event you experienced. The definition still applies, but it just so happens that you're the only intended viewer; the artist observing itself.) People make art for all kinds of reasons, and people consume art for similarly diverse reasons, but the core concept is one of catharsis. You make and experience art to think and feel about things, and to avoid feeling alone — the fact that someone out there is grappling with the same emotions as you means that you're connected to the rest of the species, no matter how distant in time or space.

We make art to understand the world and our place in it.

That's the first half of the social contract with art. We make art to understand. And because of that, people make all kinds of art. There are seven billion living perspectives on this planet, all of them searching for the same measure of understanding. Some art is pleasant and mindless, while other art is savage and bleak and potentially offensive to you. But the key part of this is that you don't get to dictate what art gets made.

The trade-off is that you do get to dictate which art you consume.

(And I absolutely know the long list of caveats here: the capitalist system favors art that can draw investors and generate revenue; social media lets someone thrust art at you in a way that might be disingenuous and you may end up consuming art that you did not want; the long debate as to whether or not art is harmful, particularly in the context of the modern culture war. In a broad sense, though, you still get to choose what art you consume, even if the permutations are a little more complicated.*)

Out in the world, if you dislike a piece of art, you can walk away from it. What's more: the modern world has enough resources to give you context before you consume a piece of art. You can ask about the content of art on message boards, or browse Wikipedia summaries, or even check out doesthedogdie.com for comprehensive coverage of triggers across multiple kinds of media.

You cannot prevent art from being created, but you can curate your own interaction with art. This is the second half of the social contract. Some people might make art for malicious reasons, or they might make art that deals with taboos to better help them grapple with the state of the world, but if you find these things offensive, you can walk away.

(We can get into the morality of whether or not art that is designed to be actively harmful should be allowed, but in many cases, you won't have that kind of clarity. Somebody might find understanding and empathy from making something horrible, and they might be doing it without malice. You don't have to watch it.)

All this rambling is to return to the main point: what content belongs in role-playing games?

And the answer is: whatever you and your group are comfortable exploring.

Coronavirus is real and scary, and a lot of people probably don't want to deal with it. But if your gaming group thinks it would be cathartic or interesting or "fun" (for certain values thereof) to include it, then you should. Some groups will even find a heavy catharsis in the idea that they can solve the crisis, or that some supernatural agency is behind it. (Using the World of Darkness as an example, however, most players and GMs will advise against this — as will I, frankly — and the books themselves tend to recommend against turning real-world tragedies into grist for the supernatural mill. But if your player group is on board, sometimes it can be cathartic to think that our problems aren't fully our fault or our responsibility. Just don't go throwing your ideas around where they will offend people.)

Likewise, there's a lot of question about whether it's right or proper to play people of other cultures, genders, sexual orientations, or what-have-you. This, again, depends on the individual group: everyone needs to be okay with it, and ideally, you're doing it with an eye towards empathy and understanding. But it's ultimately your group with your friends in it.

While you're only beholden to your small group of friends at the table, there are a couple of things to keep in mind:

  • If you talk about your game outside your circle of players, you might get pushback — remember, those people didn't agree to the same social contract, so they're going to have different ideas about what is appropriate in a game. Related: if you add a new player, you have to go through this rigmarole again to ensure they're on board.
  • Absolutely make sure everyone is on board without exception. The dirty secret is that, even with safety tools, you might have a player who feels uncomfortable drawing attention to themselves by using safety tools. You might want to have some conversations one-on-one to avoid peer pressure, or solicit feedback through Google Forms so the data is anonymous.
  • If you're a publisher or a streamer, though, you have to think about your wider audience. That's the third part of the social contract implied by the other two parts: once you have an audience, you have to decide how much of a duty you have to them. As with your home group, you don't just want to drop potentially upsetting or offensive on them without warning.

A lot of wordcount to say: make the art you want, but make sure the people involved all consent to the experience. Even if someone on the outside would look inside and be horrified, it's okay as long as it works for your group.



* Important permutations for generating and consuming ideas:

  • Every author has an agenda. Make sure you have a good grasp of the author's biases as you consume their content. You might only learn their background as you go along, but they'll probably let you know in some fashion.
  • We're a species that deals poorly in abstract concepts but very well in concrete certainties. As such, most models — metaphors and frameworks for understanding a complicated series of concepts — tend to simplify the enormous complexities of life to a few key components, and that means that any given model or explanation will have a whole host of exceptions or edge cases that don't fit the theory. (For that matter, the pointillistic structure of humanity means that some perspectives might be totally unique, found only in a single individual or a small group. Not every idea is equally applicable.)
  • Just because you disagree with an idea or are offended by it does not mean that it's invalid. Even an abhorrent idea might just be the author's way of grappling with something alien to their background. Don't assume malice where carelessness is more likely.
    • The caveat is that you shouldn't feel the need to engage with an idea that offends you, even if it has merit. Life is too short, you know?

No comments:

Post a Comment

Print Friendly