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 The catch-22 of violence in gaming
Author: Randi Sumner aka Kashira (---.powerinter.net)
Date:   08-14-2001 12:36

Re: http://trio.rpg.net/news+reviews/columns/gaminglife10aug01.html

Firstly, thanks Steve for writing this VERY brave article. I rarely read rpg anymore and few people on these threads know me as anything other than a lurker. I’m one of those gamers mentioned in one of the threads who finds myself being able to dedicate less and less time to gaming – especially since becoming a parent. (Though I do daydream of my kids one day discovering and falling in love with gamining and allowing me to be part of their gaming life in some way.)

Anyhow, a GM friend sent me the link to your article this morning because she apparently knows be better than I thought she did. Not only did I read your article as soon as I could, I also spent lunch reading all related threads back to May and I do say I applaud EVERYONE involved (though I recognize my applause doesn’t mean much to most of you).

Nevertheless, the real problem with violence is the apathy and general acceptance of the concept that some things can be solved by violence. Iceberg pointed out(http://trio.rpg.net/pf/read.php?f=69&i=139&t=124#REPLY) << HUMANS in general feel that violence is an acceptable way to solve problems, and it has to stop.>>

Whether it is Israel, Iraq, the former Yugoslav, you name it – the real culprit or instigator is often apathy. Steve you named it yourself in stating, “We're now at the point where this has happened so many times, we've practically gotten used to it. It's now the standard state of affairs, and each new event only barely registers in the collective consciousness.” This is how apathy self-propagates itself.

I’m not bringing up the finger-pointing issue, but I do find the entire thread and conversation fascinating and laudable. And, I daresay, the number one way to stop the violence is to make sure that the discussion of the issue is continually raised. By not continuously discussing the problem, it continues to self perpetuate itself.

Believe it or not, Steve D’s response to apathy is the cure – even though it is a painfully slow cure. Its easy to shrug one’s shoulders at the entire issue and say that one cannot fight the collective conscious of societal culture, but it is actually through one person standing up and saying that something is wrong (or right), that anything ever changes.

That’s why this thread is so intriguing, here we are as gamers discussing how gaming can make an impact in stopping the violence yet the very nature of discussing it and pointing out the problems, attempting to do something about them on an individual by individual basis is what makes a difference. The more the issue is raised by individuals, the more efforts that are made individually, the more changes seep into the collective culture. It’s a “not sitting in the back of the bus” scenario.

In a thread that dates back to May, Mark Green (http://trio.rpg.net/pf/read.php?f=69&i=7&t=4) brings up some quite valid pros that relate to how gaming can help stop violence by providing a social outlet that develops certain coping skills as well as useful life skills while also pointing out some of the potential cons involved with any hobby once it assimilates some of the same problems it is attempting to escape. Mark discussed the addiction loop and gaming “investment” – I also point out the pitfall that gaming can also propagate significant violent tendencies IC.

Here’s the question that disturbs me. Is specific gaming that contains violent themes really a healthy outlet for the violence – or should we in our attempts to end violence on an individual level attempt to eliminate it in gaming as well?

Here’s a scenario, at a recent weekend LARP I attended I was told the previous 3 versions of the story all ended up with the players destroying everything in a massive military style explosion. In the game I played in, an entire alien species is effectively trying to commit genocide against another. I love this game and I’m still involved. Yet, this thread has made me stop and question why is it that SO many RPGs I’ve played in having an undercurrent of inherent violence.

And so I ask, as individuals attempting to make an individual difference, where do we draw the line? Where do I draw it as a parent? Was the gaming of the ancient Roman Gladiators a safe way to act out human violent tendencies? Is American Football? Is Rugby? Is roleplaying? Or, are we all simply deluding ourselves.

I’m not sure what the answer is but I will admit that in almost every RPG or LARP I’ve ever participated in there has been a time in which my character was carrying a weapon of some sort that the character intended to use. And, in almost every gaming rulebook I’ve read the largest section of rules relates to combat. Crazy catch-22, eh?

I suppose its no wonder that the newest character I’ve created is an alien priest archetype of sorts…hence the stange email address.

 Topics Author  Date
 The catch-22 of violence in gaming  
Randi Sumner aka Kashira 08-14-2001 12:36 
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