Senior Thesis Proposal (Rough Draft)
Nearly reaching
its 45th anniversary since its inception and having recently
released its 5th Edition in 2014, Dungeons and Dragons has prominently
established itself as the “world’s greatest roleplaying game,” which can be
clearly seen on many of its published materials. With the introduction of the
internet, the accessibility of D&D content has skyrocketed, introducing new
players through online streams of celebrity and amateur players, along with
audio podcasts. The game has now reached new audiences and has become more and
more prevalent in today’s popular culture landscape.
Dungeons and
Dragons is more than the stereotypical
image of sitting around a table, rolling dice and scribbling notes; it has the
potential to grow beyond a few hours of collaborative storytelling. This game is an opportunity to be a
part of something bigger than oneself; Not in the way of making a difference in
the world, as important as that may be, but as a way to engage in teamwork and
cooperation where, hopefully, each player’s individual choices and actions lead
to consequences that affect the team as a whole. In a way, this concept both
encourages people who are more individualistic and proactive to take a step
back and learn to rely on others and share the burden a bit. On the other hand,
it also teaches those who take advantage of working in large groups where other
people do all the hard work, that complacency and inaction could lead to injury
and even death, depending on the situation.
This next section
will consist of the five pages of data that I have elaborated up to this point.
These images are the racial descriptions for two of the playable races that can
be found in the 5th Edition of the Player’s Handbook, which is the
core book for character creation in Dungeons and Dragons. The two races
presented here are Half-Orcs and Elves. I will later discuss my reasoning for
picking these two races, and how all of the elements I am using to them will
come into play. First, I will transcribe my elaborations that I made in the
margins of the pages that I had printed out. Then, I will talk a bit more about
the comments that I made.

“When
these alliances are sealed by marriages, half-orcs are born.” – Written in such
a way as to avoid the harsh reality of the more common answer as to how
half-orcs came to be. As someone who has played this for over a year now, even
I was not aware of this piece of lore (Interracial Marriage)
“Orcs
regard battle scars as tokens of pride and ornamental scars as things of
beauty. Other scars though, mark an orc or half-orc as a former slave or a
disgraced exile.” –
A symbol of the commonly brutal and unforgiving orcish lifestyle.
“Barbaric
customs and savage fury…grayish pigmentation, sloping foreheads, jutting jaws,
prominent teeth and towering builds.” – African American Description

“Half-orcs
are not evil by nature, but evil does lurk within them, whether they embrace it
or rebel against it.” – Interesting choice of an adjective, using “evil”
instead of simply “brutish” or “aggressive”.
“Evil…rage…burn…enough
self-control to get by in a civilized land.” – Violent/Uncivilized
“Each
half-orc finds a way to gain acceptance from those who hate orcs. Some are
reserved, trying not to draw attention to themselves. A few demonstrate piety
and goodheartedness as publicly as they can (whether or not such demonstrations
are genuine). And some simply try to be so tough that others just avoid them. – This is a much
different description than I saw at the beginning of this section. Here, it
almost seems like half-orcs are meek and soft-hearted, as opposed to the savage
brutes they were described as earlier. Clearly an attempt to make the races
appear “equal”.
“Beauty…Magical,
Slender and Graceful…bluish white (in reference to skin color)…They favor
elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.” – Many of the
adjectives used are popular cultural references to elves in other types of
media.

“Hidden
Woodland Realms” –
Different from how elves are normally depicted in other popular culture (i.e.
living in a glowing, bustling metropolis with shining skyscrapers).
“Some
might join with rebels fighting against oppression, and others might become
champions of moral causes.” – This is an interesting note. Normally,
elves are depicted as stubborn and selfish, only getting involved in political
conflict when their reputation is at stake or their territory is threatened.

“Haughty but Gracious…Still, they can find
good in just about anyone.” – As I’ve said before, depicts all races as
“equal,” even though in the real world, these opinions are not very realistic.
“…is
haughty and reclusive, believing themselves to be superior to non-elves and
even other elves.” –
The most common depiction of elves in popular culture.
The game itself has come
a long way since its inception, where it was first published as a type of
war-game. It began to undergo a change when players became more focused on the
aspect of play: the unpredictability, the cooperation, and the goal of
working together to overcome a common goal, rather than simply “winning the
game” (Mason). Here, I will be analyzing the systematic racism that is present
in the lore of D&D and how this ultimately affects the way that players
participate in and experience the game. I will also examine how, through
popular culture, the game was influenced in such a way as to pick up on some of
the racial stereotypes that accompany the playable races. Second, I will be
using game theory to justify how the role of narratives help to accomplish
tasks more easily, and how, based on the connections that are established
between player and character, a deep emotional bond is formed. Because of this
bond, players are usually more inclined to experience the same emotional
reactions that their characters do, especially when they are placed in
potentially immoral or life-threateningly dangerous situations. Due to the fact
that not much academia specifically addresses Dungeons and Dragons. Therefore,
I have had to find articles that focus on the concepts that I wish to use to
analyze D&D, and find ways to incorporate them into my thesis as a whole.
Race theory was the concept with the
most specific literature relative to my topic. There were two very informative
articles that specifically focused on the social structures and racial
hierarchies built into D&D. That’s basically what I was looking for - I
didn’t think that I would be able to find anything that specific, and would
have to settle for a little less. To supplement those, I decided to use the 5th
Edition Player’s Handbook to, in a way, provide the most direct result of the
systematic racism that I argue is present in the lore of the game, based on the
in-game descriptions of the playable races, such as half-orcs and half-elves,
the two races that I have analyzed up to this point.
For game theory, there was not a lot
of material that related to tabletop gaming in general. Instead, it focused
more on video, board, and card games. However, my argument was that many of the
concepts that applied to those aspects of game theory also applied to D&D.
I wanted to find articles that showed how games, both electronic and tabletop,
could have a strong effect on the players both mentally and emotionally.
Early on while working on my thesis,
I picked Half-Orcs to analyze because they are one of the most recognizable,
and most widely hated, by consumers of the fantasy genre of popular culture. As
they are almost completely depicted as being aggressive, brutish and
dim-witted, it only made sense to me that I would want to dive deeper into how
they are fit into D&D. However, I was a little surprised with the almost
benevolence with which they were described. The Player’s Handbook stated that
Half-Orcs normally formed tribes with humans and that more often than not they
were fairly diplomatic, at least with each other, not so much with enemy tribes
and factions. They did make sure to mention, however, the inherent violent
temper that exists within every Half-Orc, and how each one must either fight
against their nature to be good or lean into it and become exactly what
everyone says and thinks about their race.
I chose Elves for nearly the same
reason. They are recognized with the same notoriety as Half-Orcs, just on the
other side of the spectrum. They are the most recognizable race, specifically
just plain/high elves when it comes to popular culture in the fantasy genre.
Known as the original arcane users, other than humans, it was also fairly
obvious here that I chose to analyze them as well. Most people only really know
of High Elves - similar to those seen in Lord of the Rings – who, in-game,
inhabit tall, glittering spires and find themselves in a sprawling metropolis
and booming economy thanks to advanced technology combined with magic.
Tabletop
RPG Culture
Continuing
from my last point, studies suggest that players of role-playing video games
experience strong emotional reactions when exposed to morally ambiguous
narrative scenarios that end in violence. In fact, unjustified violence
triggered even stronger feelings of guilt. This all stems from the emotional
attachments that players have with their characters the longer a game goes on
(Hanus and Mahood 61). Even though these studies were conducted in response to
video games, the same reactions can still be found in tabletop role-playing
games. In fact, the emotional reactions can even more visceral, due to the fact
that the consequences of the player’s actions is not given to them visually,
but is rather something that their minds envision on their own. This could be
even more terrifying and graphic than anything that man could produce. Also,
the unpredictability of the results of a player’s actions based on the roll of
the dice is terrifying because the player is never certain of the outcome. It is
always left to chance. It is not just the player’s actions, however. The idea
of experiencing, or in game terms, living through their character’s backstory,
especially if it is more complex, also leads to a greater impact emotionally on
the player (Mahood and Hanus 64). However, sometimes, to some players, this
connection between player and character is not as on-the-surface as it may
appear, as sometimes the connection “is unknown even to the player, until he or
she is pressed” (Underwood).
Along
with developing intense emotional connections, On the one hand, this type of
game in particular stands out drastically from regular board and card games. It
affects the brain differently, it engages the players in very unique ways, both
individually and as a group, and it provides completely different, and a
majority if the time unexpected, results.
As
stated before, tabletop RPGs allow certain personalities to explore and engage
with others in ways that wouldn’t be as possible in real life scenarios.
Specifically looking at Machiavellianism in terms of moral and ethical
behavior, there are certain narrative situations that arise that allow specific
personalities of people to shine more than others. This would include people
who would be more assertive, dominant, or even more “power-hungry” than others.
They have the ability to manipulate the group, as well as the game to a certain
extent, in order to achieve their own goals and better themselves in the game
world. An important question to be asked is how well this type of personality
would work in certain social circles, depending on how well the other members
of the group know this particular individual, vice versa, and even what all of
their relationships are with each other.
The
role of stories in this type of game system allows players to act out and
engage overcoming obstacles with better accuracy than they would or could in
real life (Grüne-Yanoff et al 139). Being able to visualize these scenarios in
one’s head, as it is almost expected, allows for better teamwork in coming up
with ways to solve the problem or with handling a particularly delicate
situation. The act of participating in storytelling, whether doing the actual
telling of the story or being a listener, establishes a unique connection that
is not normally present in card games and other board games (Grüne-Yanoff et al
141). As this type of game is also known for occasional collaborating
storytelling by all members of the group, all of the members become even more
invested when they have to put even more effort into the story and the world as
a whole rather than simply reacting to situations that are put in front of
them.
Also,
when players are not as directly engaged in the storytelling process, they
could be engaged in planning short or long-term strategy. Some players prefer
to take action immediately upon being given a challenge or obstacle to
overcome. Other players choose to wait and listen to the decisions of the rest
of the group, choosing to either change their action completely, or base off a
group consensus. Sometimes certain decisions even need to be put to a vote, in
which case certain players, depending on the number of the group, may or may
not have to be the tie-breaker vote.
These
guidelines, those aspects of tabletop RPG culture as a whole, affect how the
game is played. Applying game theory using said guidelines, there are many
different aspects of gameplay that emerge. Such as how certain personalities
affect group dynamics, and the importance of narration in being able to overcome
particularly difficult social and moral scenarios.
In
applying game theory to D&D, there is the opportunity to observe the
different types of personalities that can manipulate and influence the game.
Also, the importance of narratives in tabletop role-playing games in teaching
players about game construction, interpretation and solution of game
structures.
A
common stereotype amongst the white, male dominated player is the Machiavellian
tactics used in the game. The idea being that this type of personality, also
known as a “murder-hobo” in game terms, does not take into account the
consequences of their actions, and therefore kills without honor and decency,
having no moral qualms with the actions that they take in game. However, this
type of player is not completely based off of their personality. In fact,
D&D “encourages its players to use racial stereotypes as justification for
genocide, and to profit from ethnic cleansing” (Clements 48).
Clempner
breaks down the aspect of Machiavellian tactics even further, identifying two
different types. The first type are players with high Machiavelliansim, those
that are known for the use of rational indirect tactics, and the second type
are those with low Machiavellianism, or those that use rational direct tactics
(Clempner). This type of player, as it is clear, is only concerned with
achieving and holding the most power in the game, using manipulation and
manipulation tactics to achieve their goals.
By
adding race theory to the other aspects of the game, the question can be
raised, how is game theory affected by the selection of playable races, and how
does that affect the overall game dynamic?
Race
Theory
First and foremost, the majority of the racism that is commonplace
in the lore of D&D can be attributed to Tolkien and his “standardization of
fantastic creatures,” which doesn’t specifically apply to this game, but has
branches that reach out to many other types of popular culture (Clements 39).
This is something that has not change going all the way back to the first
edition of D&D back in the 1980’s. In fact, the first edition was one of
the first games where players knew that at least half, if not more, of the
rules would be be seriously altered or even discarded, mainly due to the fact
that so many aspects of gameplay were seriously flawed (Mason).
One
of these pervasive effects that plagued the first edition was that fact that
many of the playable races, at least, those that are considered “non-human,”
are portrayed as “‘limited sets of human personalities,’” in that this
particular set of races were only broadly described in such a way as to set
them apart from the “human” races (Clements 43). How this ultimately plays out,
is that these, what are considered “monstrous” races in game terms, are not
given the “cultural construction” that they deserve, and are therefore simply
left to be “painted in broad strokes,” leaving players with only their human experiences
to guess as to play these non-human races (Clements 32-44).
I
also want to explore in this section a big part of race theory that I hadn’t
thought about which really describes a lot of the ways in which D&D is set
up: essentialism. This belief that certain categories that separate people from
each other, in which they each have their unique characteristics, dispositions,
behaviors and traditions in order to identify them, is literally how the core
of the game is described to its players. I want to explore this concept in
particular because it represents a large part of my argument. In certain ways,
without these recognizable tags and labels, certain races begin to crumble, in
a way. Some players don’t know how to handle NPCs, or Non-Playable Characters
that they encounter, that deviate from how said player had come to assume that
they would act.
Conclusion
Dungeons
and Dragons, despite its popularity and notoriety amongst nearly all tabletop
gamers, is not devoid of flaws. The play material is rife with racism, despite
the good intentions of the past and current publishing companies. The fault is
not all on them, though. Popular culture, mythology and media have all
contributed to the entanglement of social and racial issues that players of
D&D subject themselves to. The game itself is unique in the way it
influences and manipulates its players, leaving every action, every choice and
sometimes entire conversations to chance and the roll of the dice. Even with
all of these issues, it still brings people together of all ages, races, shapes
and sizes. The unique opportunities provided by this game are unlike any other.
It gives players the abilities to play out different social scenarios, learning
that there are real and, sometimes permanent, consequences for their actions,
many of which are not reversible by simply clicking a button on a screen. It is
for this reason, among many others, that the tabletop game Dungeons and Dragons
has lasted for so long.
Reference List
Chad, Mahood, and Hanus Michael. “Role-Playing Video Games and Emotion: How Transportation Into the Narrative Mediates the Relationship Between Immoral Actions and Feelings of Guilt.” Psychology of Popular Media Culture, no. 1, 2017, p. 61. EBSCOhost, doi:10.1037/ppm0000084.
Clements, Philip. "Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & Dragons ." Electronic Thesis or Dissertation. Bowling Green State University, 2015. OhioLINK Electronic Theses and Dissertations Center. 16 Oct 2018.
Clempner, Julio B. “A Game Theory Model for Manipulation Based on Machiavellianism: Moral and Ethical Behavior.” Journal of Artificial Societies & Social Simulation, vol. 20, no. 2, Mar. 2017, p. 4. EBSCOhost, bulldogs.tlu.edu:2048/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=edo&AN=122781758&site=eds-live&scope=site
Grüne-Yanoff, Till, and Paul Schweinzer. “The Roles of Stories in Applying Game Theory.” Journal of Economic Methodology, vol. 15, no. 2, June 2008, pp. 131–146. EBSCOhost, doi:10.1080/13501780802115075.
Paul Mason. “A History of RPGs: Made by Fans; Played by Fans.” Transformative Works and Cultures , Vol 11 (2012), 2012. EBSCOhost, doi:10.3983/twc.2012.0444.
Comments
Post a Comment