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Gaza
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5 min read

What it really means to take a stand

George Pitcher explores the challenge in applying moral principle to the savage international crisis that is the Israel-Hamas war.

George is a visiting fellow at the London School of Economics and an Anglican priest.

Two country leaders sit in chairs next to each other with their country's flags behind
President Biden meets Israel's Prime Minister.
The White House.

The first fortnight of the Israel/Gaza war has seen distinct phases in the West’s response. Initially, our leaders united in their resolution that Israel had a right to defend her borders. Of course she did – tell us something we don’t know.  

The danger then arose, after they had projected her flag onto their government buildings and sent armaments to assist her, that we would look away as Gaza was flattened in reprisal for Hamas atrocities committed on Israeli soil.  

We didn’t look away, thank God. The missile strike on the Gaza hospital (whoever caused it) marked the second phase of our horror at what was unfolding in a city under siege. It meant the US president Joe Biden arrived in Israel with a more conciliatory tone: “While you feel... rage, don’t be consumed by it.”  

On his copycat visit, UK prime minister Rishi Sunak was more hawkish: “We will stand with you in solidarity… and we want you to win.” Well, not all of us, actually; he apparently hadn’t noticed, or chose to ignore, loud pro-Palestinian British demonstrators. Sunak’s foreign secretary, James Cleverly, evidently had noticed the humanitarian catastrophe  unfolding in Gaza and urged “restraint”. 

A scorched-earth policy in Gaza in reprisal for the massacre of families in Israel cannot be countenanced and we, in the West, should say so and, largely, are saying so. 

Overall, in the past few days, Israel seemed to be grabbing global opprobrium from the jaws of western support. In a turbo-charged burst of whataboutery, Jewish commentators have been reminding us of the unspeakable horrors of the Hamas invasion that sparked the conflict. 

Our respectable, mainstream media don’t need reminding. They repeat the details of Hamas’s crimes against humanity relentlessly as further harrowing details of them emerge. But the story has developed, if not moved on.  

The consequent challenge is to apply moral principle to this savage international crisis. The criteria of Augustine’s “Just War” are a good place to start. One of the sanctions for waging such a war is that it is proportionate. A scorched-earth policy in Gaza in reprisal for the massacre of families in Israel cannot be countenanced and we, in the West, should say so and, largely, are saying so. 

Biden said so in Israel. In doing so, he showed leadership in the best traditions of the West’s Judeo-Christian heritage. Graham Tomlin has spelt out here our urgent need for such leadership and it would be only faithful to meet that challenge. 

To say we stand with Israel, as Sunak does, is an incomplete statement in this regard. It needs to be followed by vocalising what we stand for. 

From a perspective of faith, the first thing to say, almost to get it out of the way, is that prayer is vital under these circumstances – it never changes an impassible God; it always, every time, changes us to be more effective agents in the world. What we call the Holy Spirit changes events through us. So our agency is as nothing if it remains unimplemented. The Christian voice needs to be articulated in action as well as word. 

To say we stand with Israel, as Sunak does, is an incomplete statement in this regard. It needs to be followed by vocalising what we stand for. And, whatever that is, it can’t be the destruction of a people as the price of the defeat of its terrorist leadership. 

If that were the case, the Allied advance on Berlin from the west at the end of the Second World War would have more closely resembled the horrific brutality of the Soviet advance from the east. There was a moral assumption on our part then that the German people were not to pay, beyond reparations, for the crimes of Nazism. 

To apply similar moral principle to the current crisis, it’s absolutely right to defend Israel from Hamas, but it is right also to defend Palestinians from the crimes of Hamas. To fail to make such a distinction isn’t solely inhumane, it’s racist. 

Gospel injunctions, in truth, can ring hollow in these circumstances. To suggest, on the Gaza border right now, that we should love our neighbours as ourselves would sound tin-eared and trite (yet it doesn’t make it any less true). 

Nor is anyone likely to suggest that Israel turns its other cheek – the Christian cries out for justice as well. But we might be bold to say that the way to exact that justice is not an eye for an eye and a tooth for a tooth.  

Challenges to a Christian response to the conflict are twofold. First, Christian witness is woefully diminished on the very ground on which Israeli military boots currently stand and where they are likely to march very soon. 

It’s been a fluctuating historical demographic, but the Christian population across the holy lands of the Middle East has declined from about 20 per cent a century ago to just 5 per cent today. There is now less than 2 per cent of the population of Israel that is Christian. Gaza has been a hostile environment for Christians since the Hamas takeover in 2007; out of a population of 2 million, perhaps 1,000 are Christian. 

This is not to suggest that Christian presence alone could change the course of Israel-Palestine armed conflicts. It didn’t prevent the Six-Day War in the 1960s, after all, when it was far larger, nor during intifadas since. But, as I have written before, the Christian quarters in Jerusalem have maintained an uneasy stability between Judaism and Islam and their decline has made the city more volatile. As a buffer to conflict, the Christian role is diminished. 

The other complicating factor is Christian Zionism, a doctrine that holds that the founding of the state of Israel in 1948 is eschatological – that is, that the return of the Jewish people to the holy lands is a precursor to the “end times” and the second coming of Jesus Christ. 

None of which is likely to comfort those suffering so dreadfully there. Perhaps, ultimately, we look for the holy voice in the wrong places. I don’t mean to misappropriate her faith or ethnicity, but I think of the traumatised young woman who survived the Hamas massacre at the Re’im Supernova music festival. 

Asked on ITV News if she wanted revenge, she replied through her tears, quietly but firmly: “I don’t want revenge. I want peace.” There speaks the authentic voice of hope.   

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Fun & play
8 min read

Table-top philosophy: role playing games and the identities they help construct

A once derided fantasy genre now influences creative media - from The Big Bang Theory to Stranger Things.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Three teenage boys rise up from a table-top game and celebrate a victory.
Playing D&D in Stranger Things.

Picture this: no longer are you sitting at a computer desk or staring at your phone during your commute. Instead, you are an intrepid explorer, a noble warrior, or a cunning thief. You have left behind the mundanity and anxieties of the 'real world'. Now, you are a protagonist in a new story.  

Your choices will shape the world around you; your actions will be written into legend and recounted for centuries. But this is not done in isolation. You are together with friends. You work as a team; you bond, laugh, and celebrate each other’s achievements as a unit. You are not alone; you are an adventuring party.  

Behind the grey skyline through the condensation-heavy glass of the train window is a world of infinite possibilities. Here, in your mind’s eye, you shape reality. Here, you become the person that, right now, you want to be. There are no limitations beyond what you believe is possible. You are the captain steering the ship into uncharted waters where the aim is to share a good yarn with your friends. 

There's a fine line between fantasy as a genre and escapism as a psychology. As we parade myth and legend within our respective cultures and contexts, we find something of ourselves. We read of Frodo Baggins, the underdog who takes on a responsibility of epic proportions, and see qualities we want to inhabit. We hear of Iron Man's sacrifice to save friends and see something of our own relationships. This is not to say we literally aim to overthrow a dark lord or defeat a purple space utilitarian, but we see the humanity reflected within relatable moments through the fiction. The story we read or watch somewhat touches the cadence of the 'real world' no matter how fantastical. 

In an age where this cadence and its story-focused elements are twisted to become more marketable, where is the authenticity? How do we begin to tell our own stories? Is there a way in which our stories can speak of this cadence of the ‘real world’ without the necessity to satisfy business? 

As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Enter stage left: Table-top Role-playing Games (TTRPGs). The picture painted in the opening paragraph is steeped in my experience of commuting. Although not a universal experience, I found commuting sucked all life from my world. If there is a hell, perhaps it is a continuous never-ending loop of the Northern Line. I found myself recounting the previous evening, time spent with friends playing the fantasy TTRPG Dungeons and Dragons, reflecting on what I had learnt from such an experience. As a theologian, I would ask if there was something of myself that I was seeing in the stories told. When I returned next time, where did I want this story to take me next? What story do I want to tell? 

Dungeons and Dragons, or D&D, has been propelled into the cultural zeitgeist in the last decade. Featured in popular television shows such as The Big Bang Theory and Stranger Things, D&D has emerged out of nerd basements and into the mainstream. No longer is D&D seen as something exclusively for 'mega-nerds'. It now stands shoulder-to-shoulder with other culture-shaping fictions, such as The Lord of the Rings and the Marvel Cinematic Universe.  

In 2014, the fifth edition of D&D and aimed to streamline and tighten up the accessibility of the game whilst promoting creative and complex storytelling as a valued method of playing. In its earliest editions, D&D didn't care for character backstory or where the dungeon came from. A player’s aim was simply to kill some baddies and find treasure. However, today’s D&D aims for more nuance. Psychologists Sören Henrich and Rachel Worthington highlight that this has allowed D&D to have a genuine therapeutic application.  As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Perhaps the most obvious example of this philosophy in action is the role D&D takes in Netflix's Stranger Things. The show is not explicitly about D&D. Rather, the game is used as an illustrative tool, showing the actions of the characters, as well as providing a metaphor for the mystery they uncover and the journey they go on.  

The show opens with four young boys playing a game of D&D in their parents' basement. The players discover a Demogorgon, a classic D&D monster, and they must work together to defeat it. However, their immaturity gets the better of them and they fail. In D&D, player characters take on different roles; it is only by working together that their various weakness can be supported, and the villain defeated. This is the lesson that the boys learn: teamwork. It is only when they learn to support one another that are they able to defeat the 'real-life' Demogorgon they discover in their small American suburb. 

Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden. 

In Stranger Things we find D&D acting not just as a thematic motif, but also as illustrative of a journey the young people go on. So, what are the philosophical mechanics behind this? How is D&D as a phenomenon transformative and illustrative in our present reality? Philosophers describe this sort of thinking as 'Phenomenology'. In simplistic terms, it concerns the lived experience of a phenomenon, seeking to uncover its essence. What actually makes that 'thing' you experience a 'thing' at all? Are there attributes that are common across all experiences of that phenomenon? Or, more likely, is there a rich and informative complexity to its innermost workings?  

Whilst I am far from describing what the essence of D&D as a phenomenon is, I can speak of my own lived experience in the hope that it demonstrates how D&D is the transformative tool Stranger Things positions it to be. I hope that this not only illustrates my argument, even if it is as simple as “D&D is good”, but also provides a window in which my own story can be understood. 

I have written elsewhere about the role D&D has played in my theological evaluation of complex theoretical ideas. It has ultimately shaped the way I research and encounter complex questions. However, I want to highlight something different. In my other work, I spoke of a character I played for three years, a Tabaxi Paladin named 'Nine'. Nine was somewhat of an experiment. After I was diagnosed as autistic, I found great difficulty in knowing who I was. Are there parts of me that are not autistic? Am I being autistic subconsciously? Or am I actively choosing to act in a way that a clinical professional has decided is autistic? Who am I? Nine was to be a method of exploring such questions. I wrote Nine as autistic in a way that was a somewhat exaggerated version of myself. Yet, there was a distinct difference. Nine was the 'me' who had come to terms with being autistic; Nine knew who he was and was proud of it; Nine just simply was Nine.  

This was obviously not a perfect solution; the world of D&D does not have the clinical vocabulary to describe autism. In fact, whether autism exists in a fantasy world is kind of a fuzzy question. Was I inventing autism within the world by playing a character in such a way? Or is there ever a way I could not play a character as autistic due to being autistic myself? What emerged through Nine's interactions was something that, on a very personal level, I found deeply satisfying, illuminative, and transformative.  

Nine developed, some might say unsurprisingly, relationships among the other player characters. He lived as I do, as a social creature in a social world. Whilst his interactions were sometimes unusual, perhaps in much the same way as my own, his friend still came to love him. Following the framework of theologian John Swinton, Nine was more than just included; Nine belonged to this group simply because in his absence he would be missed. Once I had realised this I was taken somewhat by surprise. The differences between Nine and the other characters still mattered, but they were not barriers. Nine was valued, not someone who just was difficult to approach, off in his own little world, or obsessed and hyper-fixated. Rather, he was one part of the whole. Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden.

D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity.

This was where the transformation occurred. I realised that I was the Nine who did not have this understanding. Harry erroneously believed that he did not belong when really he always did. Harry was embarrassed about his challenges with social engagement, his obliviousness to the world around him, and his inability to get through a conversation without talking about Doctor Who. Yet, here I was, among friends who cherished and valued me. Here, I truly did belong, and it was Nine who taught me that.  

 I hope that this illustrates just a snippet of the potential this game, and games like it, have to offer. I believe there is much more to be said about the philosophical truth spoken through D&D in much the same way we talk about other forms of art or narrative. This is just a portion of what is possible, and I hope I learn much more about myself as I continue along these adventures with my friends. I would encourage anyone reading to give D&D a go. Although, I am aware I have had a very specific and positive experience that is not universal among players of the game. Perhaps the focus should not be that D&D is the best tool for therapeutic action. Rather, D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity. Whilst we may be tempted to describe ourselves simply, as I was when I was diagnosed as autistic, D&D reminds us that the stories our lives tell will always demonstrate more depth. Our lives our simply stories that we are constantly engaged with and that we are always telling.