I’ve just finished working on a grant for my day job which would create a program for training emergency medicine physicians to do clinical research. One thing this means is I’ll have more time for posting. Another is that my head is full of phrases from the bureaucratese you use to communicate with the National Institutes of Health.
NIH policy says that any time you want them to give you money for a research training program, you have to demonstrate that it will include instruction in the responsible conduct of research. This means that one of the things you’re required to teach is ethics, or why you shouldn’t intentionally infect Guatemalan prisoners with venereal disease.
Last night, as we were preparing for the third Dungeons & Dragons afterschool class, James and I decided that it was time for some instruction in the ethics of roleplaying games. We decided to go about it by breaking up the kids into discussion groups before we get down to playing.
The first thing we’ll do is to have the kids talk about a time that their character made a mistake, and what happened as a result. After everyone’s answered, we’ll ask: Did you have fun when that happened?
If the consensus is yes, making mistakes is as fun as succeeding because it makes exciting and unexpected things happen, we’ll move on to the message: Since making mistakes is part of the fun, you don’t have to listen when someone else tells you what your character should do. There’s no right way that they know and you don’t; it’s all about making your own decisions and enjoying the consequences.
For the second discussion, we’ll switch from talking about the game to talking about real life. Here’s a list of things that have happened to everyone; talk about one time it happened to you.
- You were excluded; other people went off and did something in secret, intentionally keeping you out of it.
- You made a mistake and other people yelled at you and tried to make you feel stupid.
- You were put down; someone acted like they were better, smarter, more powerful than you.
- You were robbed; someone cheated you out of something you had, or the share you deserved.
- You were attacked; someone used words or violence to try to hurt you.
The message here is that it feels bad when these things happen in real life. D&D is not real life, but it still feels bad when someone treats you badly. Playing a role-playing game is a way to have fun with your friends; treating one another badly makes it less fun for everyone.
The last idea I’ve had is that I don’t have a lot of control over who these kids are. Everything that some young boys do is going to become an acting-out of their pecking order and its internal struggles for dominance over one another. Some boys are going to be attracted to D&D because quantifying the abilities of their alter ego gives them a tool in this struggle: I’m better than you because my character can beat up your character, thanks to this 18 ability score I “rolled” or the optimized choices I made.
What I do have some control over is what characters the kids play. The world of D&D is a dangerous place; in order to survive long enough to become a hero, your character had to become a trustworthy team player. Trying to enforce pro-social behavior will drive me nuts; encouraging the roleplaying of a pro-social character is what the game is all about.