Category Archives: RPGs

The myth of the deadly RPG (again)

The quasi-role-playing-game Fugitive earned some negative attention this week after a Phoenix-area teen, Andrew Arellanes, died while playing about a week ago.

While this is awful and tragic — as a parent, I don’t know how I could survive the loss of a child — I’d hate to see this turn into a blame game, with Fugitive bearing the brunt. Unfortunately, the TV news report in the link above is full of finger-pointing turns of phrase, describing Fugitive as “a dangerous game,” a “deadly game,” and a game with “a new element — a twist that caused Arellanes to fall to his death.”

Let’s be clear here: saying Fugitive caused this boy’s awful death is like saying a person who dies of a heart attack while strolling through a garden was killed by the garden.

Kids in other places are apparently playing Fugitive unsafely, but the game doesn’t require reckless behavior. There are many ways to play it wisely and safely. That’s up to the players.

We’ve been down this road before with role-playing games, but it’s clear that, for the most part, play-acting is really good for us. So go; play Fugitive. Be safe. Have fun.

Backward Messages is going on hiatus

After more than two years going nonstop, Backward Messages is going on hiatus for a while. I’m working on a major project, and will need the spare hours I normally spend blogging for this other work. If something major happens, I’ll put something up; otherwise, things will be quiet for a while. Thanks to everyone who reads and supports the site. I hope I’ll be back soon!

How a life among monsters can help you learn


RPG gamers: come out of hiding! Photo by Flickr user greenwise art.

Once upon a time, role-playing games like Dungeons & Dragons were something kids and teens played in secret, for fear their parents would find out. Some parents had become convinced that these games allowed kids to flirt with the occult or even suicide and murder. Today, we mostly laugh at those ideas, and those who hide their RPG tendencies do so less out of fear of what their parents will think, and more out of fear that they’ll be branded as nerds stuck in childhood. Some stigma remains.

Which is why, when an accomplished writer like Samuel Sattin writes about his history as a role-playing gamer in Salon, it’s in somewhat hushed tones:

Now, I realize I’m risking no small amount of social capital by putting my history with Dungeons & Dragons into print. I’ve made similar confessions concerning my long time love of video games, a medium many respected cultural arbiters—Roger Ebert comes to mind—says can never be art. New forms of media, new forms of creative exploration, especially when they try to assume dignity or—shock—artistic respect, are bound to be repudiated by establishment critics who maintain genre is divorced from aesthetic permanence. There’s a reason Ursula K. LeGuin hasn’t won a Pulitzer yet, and it’s not because she isn’t amazing. It’s because there’s a war going on right now, especially in the literary world, over the definition of cultural value.

That, however, is not really the point of Sattin’s essay. Instead, the point is that his experiences playing D&D actually gave him the skills he needed to write his debut novel, League of Somebodies, which is coming out next spring. He talks about how all those hours spent creating characters and stories provided the building blocks for his imagination to craft a story and that, someday soon, we will all be able to experience. Tolkien and Lewis, Milne, George Lucas — they have all created worlds that don’t exist, but that do now because of their imagination, and to some extent they were all role-playing.

Okay, so maybe you don’t want to write stories. That’s not the only useful thing to come out of RPGs. Take, for example, 12-year-old Julian Levy, whose D&D monster manual helped his dad, psychologist Alan Kingstone, solve a conundrum about human behavior. Kingstone was studying where people look when examining a new creature; usually it’s the eyes, but what if the eyes aren’t in the expected place?

The recordings showed that when volunteers looked at drawings of humans or humanoids (monsters with more or less human shapes), their eyes moved to the centre of the screen, and then straight up. If the volunteers saw monsters with displaced eyes, they stared at the centre, and then off in various directions. The volunteers looked at eyes early and frequently, whether they were on the creatures’ faces or not.

This isn’t just an academic exercise, says Kingstone. “If people are just targeting the centre of the head, like they target the centre of most objects, and getting the eyes for free, that’s one thing. But if they are actually seeking out eyes that’s another thing altogether,” he says. It means that different parts of the brain are involved when we glean social information from our peers. It might also help to explain why people with autism often fail to make eye contact with other people, and which parts of the brain are responsible.

Kingstone’s research paper is called “Monsters Are People Too,” natch.

Maine WoW gamer wins seat on state senate

Some of you may recall that I posted about Colleen Lachowicz last month, because the social worker’s history of playing World of Warcraft — and saying some very WoW-appropriate but violent-when-taken-out-of-context things — came up during her campaign for Maine’s state senate.

Well, she overcame that, along with ethics-violation claims, and trounced opponent (and incumbent) Tom Martin in last night’s election.

Hopefully this is a sign that the media-reading public knows better than to buy the idea that a candidate’s gaming passion could be a detriment to her leadership abilities.

How RPGs make you more confident & successful

In light of Monday’s post about the negative flak directed at Maine Senate candidate Colleen Lachowicz and her WoW alter-ego, I thought it would be nice to end the week with his video from the PBS “idea channel” on the benefits of role-playing games — and how they can make you a more confident and successful person.

It gets into all kinds of good stuff, from Martin Heidigger’s concept of thrownness to how gaming can help players overcome shyness, disorganization, and other attributes that don’t fly so well when you’re trying to succeed. Not to mention how to cope with the random chance that life tosses your way.

Remarkably, many of the comments on the video’s YouTube page are thoughtful and coherent (something YouTube comments aren’t known for). Most of them bolster the idea that RPG builds skills that are useful and important in everyday life. What do you think?

Is World of Warcraft good training for politics?


Maine candidate Colleen Lachowicz, left, and her WoW alter-ego, Santiaga.

Politics is dirty business; everyone knows that. It doesn’t have to be, but that’s how it is. As an elections draw near, rivals have the choice to debate each other on the issues, and set themselves apart from their opponents based on stance, or they can begin attacking every angle they can think of.

In Maine, social worker Colleen Lachowicz is running for a seat on the state senate this November. Her opponent is the incumbent, Republican Tom Martin. Over the past week, the Maine GOP sent out a mailer attacking Lachowicz for playing World of Warcraft. In it, the party questioned the candidate’s “disturbing alter-ego” and “bizarre double life.” The mailer quoted her saying in an online forum that she “likes to stab things”; a CBC report called her gameplay “violent.”

The GOP also paid for and is maintaining a blog related to her WoW gaming at colleensworld.com.

Here was Lachowicz’s response:

“I think it’s weird that I’m being targeted for playing online games. Apparently I’m in good company since there are 183 million other Americans who also enjoy online games. What’s next? Will I be ostracized for playing Angry Birds or Words with Friends?”

Oddly, while some of the comments the GOP quotes over at colleensworld.com focus on her (obviously joking) violent retorts, others focus on her politics. In one comment, she says she is “slacking at work” in order to call her Congressperson everyday (which proves what? That she’s a politically involved constituent?), that she considers her guild progressive or even socialist, that she calls conservatives “teabaggers.” She criticizes other politicians’ campaign tactics. She talks about protesting fundamentalist churches. Sure, she’s not the most tactful, but it’s not like she said she didn’t care about half of her electorate. In fact, many of these comments are from several years ago — likely well before she knew she’d run for public office.

It would be a grave mistake to think that someone who enjoys roleplaying in a video game would somehow bring any violent aspects of her gameplay into her daily life. It would also be a mistake to take someone seriously who thought this would actually happen.

It’s been a long time since role-playing has been shamed in such a public way. Long enough that it seemed like we were past this kind of misrepresentation of people’s hobbies. Back when people thought games were causing kids to commit suicide, it was understandable, even if it was false hysteria. This, however, is simply a smear campaign — and it says a great deal about the incumbent. Is he so insecure in his ability to win re-election that he has to drag his opponent through the mud on such irrelevancies? Are there no legitimate issues on the table in Maine this year? Like, say, same-sex marriage?

Meanwhile, Lachowicz has worked to the very top of World of Warcraft, and has done so as part of a team; arguably, this proves her ability to work alongside others to get things done. At least one commenter on a WoW forum thought so, too:

“I actually think being an Orc Assassination Rogue is great preparation for diving into American politics.”

After horror, reclaiming power through games


A UK LARP gamer gets ready. Photo by Flickr user Bifford the Youngest.

Denmark: Land of Vikings, Beowulf, Niels Bohr, Mærsk ships, GSM phones, and … live-action role-playing?

In a land of 5.5 million people, roughly 100,000 LARP in some fashion, according to a recent article from TIME writer Nathan Thornburgh. As he points out, that’s bigger than the population of Indiana — and a higher per-capita role-playing rate than many other countries in the world. In his piece, Thornburgh examines why the Danes are so into LARPing — and the kinds of games they play.

To some extent, they explore the typical tropes: Lord of the Rings, for instance, is immensely popular. No surprises there. But Danes are also into much darker forms of role-playing: pretending to live in a prison camp for 48 hours, or unspooling what would have happened in Russia if the Nazis had won World War II. It’s not just adults playing, either; plenty of kids participate. Thornburgh speculates:

Larp might be a sensible diversion for restless minds in Denmark, which was recently named the happiest country on earth. Reality is simply more pleasant in Denmark than in many other places, so perhaps escapism means digging for more complicated, intense human interactions.

I’m not sure how much truth there is in this, which is to say, I don’t have enough data to compare. I know other LARPing groups go to some pretty dark places. For example, growing up, I knew people who played “Vampire: The Masquerade,” which got very twisted, personal, and psychological at certain points. And that didn’t come from kids who had trauma-free lives, either. It was a way for them to turn everyday horrors into something they could co-create and master.

Reading Thornburgh’s piece got me thinking about one of Denmark’s neighbors, Norway, which is still reeling from a mass shooting one year ago. Is there some way that role-playing could hasten Oslo’s healing? Would such pastimes only reopen barely healed wounds? Or would it depend on the type of game?

That thought brings me to a commentary that ran in the Baltimore Sun in the wake of the Aurora, Colorado, shootings, arguing (once again) that our media is too violent. Douglas MacKinnon writes:

After the tragedy in Aurora, I spoke with some teenage boys of friends of mine. Each and every one admitted to playing violent video games. Some on a daily basis for hours at a time. When I asked them how many “bad guys” they kill in these games (often times in the most gruesome and graphically visual ways imaginable), one of the boys said, “Oh, over the course of a year, I kill thousands of bad guys.”

There are more than 100 million “gamers” in our county. It stands to reason that if as a demographic, they are virtually slaughtering hundreds of millions of “bad guys,” then some may become desensitized to killing actual human beings and some may be pushed over the edge. In fact, the maniac in Norway who murdered tens of children admitted he used violent video games to practice his targeting.

His argument: especially in light of Aurora and Oslo, kids need to scale back their use of violent media. This, despite the fact that kids are killing “bad guys.” If we want to be black-and-white about it, Holmes and Breivik were “bad guys.” Yes, they’re real “bad guys,” and the guys in the video games are fictional. So is the killing. Most kids are well aware of the difference. It’s adults who seem to have the problem.

I’ll say it plainly:

Anyone in a real mass-shooting situation, or anyone close to such a situation, would feel frightened, horrified, powerless.

So how do you think killing some “bad guys” afterward might make them feel?

Powerless?

Probably not. We need to give kids — particularly kids suffering through horror — opportunities to reclaim feelings of agency. Role-playing games and video games provide ample opportunities.

Let’s play “imagine the Aurora killer’s motivations!”


Aurora, Colorado, shooting suspect James Holmes, in a recent mugshot courtesy the Arapahoe County Sheriff’s Office.

We’ve had the weekend to begin to digest the news of what happened in an Aurora, Colorado, movie theater early Friday morning. While officials spent much of the weekend de-activating suspect James Holmes’ booby-trapped apartment — where the most information about Holmes’ life is likely kept — reporters began circulating among his former friends and neighbors, gathering what shreds of information they could about a man who apparently lived little of his life on the Internet and mostly kept his interests and proclivities private.

In the absence of much information, people’s — and pundits’ — imaginations have begun to fill in the details.

For example, Pat Brown, a criminal profiler, speculated on CNN that video games were at the center of Holmes’ murderous outburst:

“He’s probably prepared for this for a long time, just obsessing over it, gathering his weapons,” Brown said on CNN. ”[He] probably spent a lot of time in his apartment, playing one video game after the other—shooting, shooting, shooting—building up his courage and building up the excitement of when it’s going to be real for him. And it’s made his day.”

“This has been something he has really been into. And now we’re going to find, probably on [Facebook] or anybody who knows him will say, ‘Yeah, he did have a lot of interest in that. He was always playing the video games. And I’m not saying video games make you a killer. But if you’re a psychopath, video games help you get in the mode to do the killing.”

Perhaps more innocently, the Los Angeles Times circulated an article in which a childhood friend of Holmes said the suspected shooter enjoyed video games and movies as a teenager. Of course, that’s like saying a teenager enjoyed loud music, Facebook, and sleeping until noon. None of it describes Holmes with any accuracy, and it especially doesn’t say anything about his ability to plan and commit such a horrific crime. However, pundits like Brown, and anyone who believes video games cause violent behavior, will jump on such a line and consider it evidence.

In fact, much research has found no link between mass shootings and video games. Some shooters may play video games, but the one doesn’t cause the other.

There are a couple of reports that Holmes was into role-playing games. Of course, those reports are coming from fishy-looking Web sites that harbor more conspiracy theories (or, er, boxing information) than actual fact-based journalism.

Then come the religious pundits who argue that the shooting was, in fact, motivated by Satan. In the Christian Post, Greg Stier writes that a text-message exchange about the shootings:

… got me thinking about another “Dark Knight” who ruled the heart of a gunman in Aurora last night. It got me thinking about Satan’s role in the Columbine massacre on April 20th, 1999 when he invaded the hearts of Eric Harris and Dylan Klebold. It got me thinking about Satan and the stranglehold he has in the souls of so many. Jesus tells us in John 10:10 that this dark knight, “comes only to steal and kill and destroy” and he did just that last night. He used the trigger finger of this twisted madman to steal innocence, kill people and destroy hope.

Research has indicated that Eric Harris’ psychopathy and Dylan Klebold’s depression, not Satan, was ultimately behind what happened in Columbine. (Apparently Stier didn’t get that memo.) I can understand the impulse to name the Devil as a scapegoat when we don’t understand why something awful has happened, and I’m thankful that Stier is blaming a mythological figure, rather than real-life Satanists, for what went on in that midnight movie.

As long as we blame forces outside ourselves (and to some extent outside our control), we let go of our power over very real, treatable motivations, such as mental illness in the Columbine case. In other words, it means we not only let the killers off the hook, we let ourselves off the hook for not intervening if someone we love goes off the deep end in a catastrophically violent way. It wasn’t my fault; it wasn’t his fault. It was Satan. It was video games. It was role-playing games.

Speaking of Columbine, Dave Cullen, the author of the definitive book on the shootings, wrote a piece in the New York Times decrying the temptation to jump to conclusions, and we all should heed it:

Over the next several days, you will be hit with all sorts of evidence fragments suggesting one motive or another. Don’t believe any one detail. Mr. Holmes has already been described as a loner. Proceed with caution on that. Nearly every shooter gets tagged with that label, because the public is convinced that that’s the profile, and people barely acquainted with the gunman parrot it back to every journalist they encounter. The Secret Service report determined that it’s usually not true.

Backward Messages: now on Pinterest!

I wanted to let readers know that I’ve started a Pinterest account, where I’m gathering links related to this blog. Some of them will wind up as blog posts, while others are just along similar lines. Follow me there to keep up with the news I’m tracking.

Can RPGs bridge the Israel-Palestine conflict? Norway’s newest minister thinks so.


Heikki Holmås, Norway’s new minister of international development, believes role-playing games can solve real-world political problems.

Since the Israel-Palestine conflict began many decades ago, there’s one solution that probably hasn’t been tried: role-playing.

Heikki Holmås, Norway’s new minister of international development, is a lifelong D&D player and LARPer — and believes such games could help make headway in that longstanding struggle. He recently spoke with Imagonem, and mentioned a Norwegian LARP project taking place in Palestine this year:

I don’t know all the details, but there’s no doubt that you can put Israelis into the situation of the Palestinians and vice versa in a way that fosters understanding and builds bridges. Those things are an important aspect of role playing games which makes it possible to use them politically to create change.

His comments sound right in line with Jane McGonigal’s gospel about how gaming can solve real-world problems. Could it work?

Many remember when role-playing games were demonized after a pair of high-profile suicides by young men who played RPGs. Many of us laugh now at the idea that these games can harm people. In fact, they’re used in psychological settings, and in the classroom, because they’re recognized for powerful tools that teach players empathy. Given the chance to step into someone else’s personality and situation for a while, we learn a lot about them, whether they’re a treasure-hunting orc — or a lifelong political enemy.

Holmås had more to say about the benefits of role-playing games:

RPGs can be extremely relevant in putting people in situations they’re unfamiliar with. Save the Children have their refugee games. I have friends in Bergen who’ve run human rights-RPGs. But you have to be professional. You create real emotions when you play role playing games, real emotions that stick, he says.

That’s kind of the slightly scary aspect of role playing games, which has to be considered. At the same time, it’s what makes it possible for RPGs to change the world. LARP can change the world, because it lets people understand that humans under pressure may act differently than in the normal life, when you’re safe.