Do demons and devils have free will? Does justice exist in Menzoberranzan? What's the morality involved with player characters casting necromancy and summoning spells?
"Dungeons & Dragons and Philosophy" probes the rich terrain of philosophically compelling concepts and ideas that underlie "Dungeons & Dragons," the legendary fantasy role-playing game that grew into a world-wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of "D&D" can teach us about ethics, morality, metaphysics and more.Illustrates a wide variety of philosophical concepts and ideas that arise in "Dungeons & Dragons" gameplay and presents them in an accessible and entertaining mannerReveals how the strategies, tactics, improvisations, and role-play employed by "D&D" enthusiasts have startling parallels in the real world of philosophyExplores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytellingProvides gamers with deep philosophical insights that can lead to a richer appreciation of "D&D" and any gaming experience
I really enjoyed this book. It is an edited book of 18 essays. Nearly every single ‘essay’ had me thinking about life and the implications of the philosophical concept that the author addressed. 18 people contributed essays to the book and, of course, some are weaker than others. I gave the book 4 stars because, especially toward the end of the book, the essays didn't really interest me. However, for the most part, it was engaging, humorous and thoughtful.
Special mention has to go to the first essay: Sympathy for the Devils: Free Will and Dungeons & Dragons by G. Littmann. This essay espouses the deterministic world view; that is, there is no free will. I’ve never really thought about free will before and always just assumed (possibly as a legacy of my Christian upbringing) that a ‘determinant’ of being human is that we have: ‘free will’. After all, Adam and Eve, of their own free will, chose to imbibe in the glorious flesh of the apple and thus exposing their other fleshy desires which ultimately has set all humanity on a spiraling course of misery and mayhem that is thwart with dangerous choices at every turn; bastards! I long ago discarded the illogical monotheist tradition but still held that that was my free will to do so; and perhaps it is. However, Littmann’s article on free will had me- once again- thinking about the old ‘nature verses nurture’ debate. Whichever side of the nature/nurture fence one sits, there is no doubt that the influences of both our chemically induced DNA and the ever-pervasive environmental/familiar circumstance to which we are born are so prevalent in who and what we are that we have little choice as to what we become. Was Saint Francis Xavier a determinist? He is attributed to saying: 'Give me the child until he is seven and I’ll give you the man', or as I prefer- ‘show me the boy of seven and I will give you the man.’ Up until at least the age of seven, a child never really makes a choice- not a real one. The child is powerless against not only the DNA that constructed it but also the situation, teachings, and thoughts foisted upon it by its surrounds. In reality, I’m a compatibilist; that is, free will is compatible with determinism, but without Littmann’s essay, I’d have never had known that. Lastly, I do put a caveat on those whom might get the most out of this book. This book is for those nerds that have, or as in my case, once did, seriously campaign in the imaginative, wonderful worlds that come to life in the game of D&D. If you don’t ‘get’ D&D, I doubt you’ll ‘get’ this book.
A great job with a wide variety of topics. I'd like to have seen less emphasis on Western philosophers, especially the fucking Socratics. But it's good fun and keeps it at the layman's level. Worth reading for for the article on necromancy alone.
This particular book is part of a series [1] of books that shows how self-professed philosophers pay the bills while also providing some philosophical heft to pop culture. In many ways, it is a quid pro quo that may offend those who are highbrow philosophers who do not fancy that pop culture deserves such credit, but as philosophers are observers of every aspect of life, including popular culture, and have been at least since Socrates and various sophists were parodied in Aristophanes' Clouds, and as they have to pay off their college loans like the rest of us, I do not begrudge the existence of this book and find the series, and this book in particular, an enjoyable read for a variety of reasons, not least because it does manage to show both an obvious appreciation of the culture that is being written about, and also because it addresses major philosophical questions including friendship and virtue in an excellent way. That is not to say that I agree entirely with the perspectives of the essays, which is not so, but rather that even among those essays whose perspectives I strongly disagreed with I saw the effort taken by the writer as a serious and worthwhile one.
The contents of this book are divided, as is common in the series, into several parts which themselves contain two or three essays apiece. In total, there are six parts and fifteen chapters that sum up to a little more than 200 pages of material that examine a variety of different philosophical matters in the general framework of the Dungeons & Dragons series, including quite a few comments about the little-known fact that the creators of the game were themselves people of faith and put in the game a strong moral framework that depends on the particular moral perspective of the dungeon master himself [2]. The parts are given titles like Lawful Good vs. Chaotic Evil or The Ethics of Spellcasting and contain thoughtful essays on free will and determinism, character, the genuine playability of various alignments, the lifecycle of PCs, existentialism, the phenomenology of immserion, the morality of fiction, dungeonmastery as soulcraft, a case study of Menzoberranzan as a perfectly unjust state, a question of identity while looking at the character of Raistlin Majere, the morality of necromancy, the ethics of summoning animals, D&D as a spectator sport, sex and gender, and the question of friendship among party members.
While, as in previous books that I have read in the series, it is very clear that many of the references to D&D are merely occasions for the authors to comment on their own beliefs about philosophy. Even so, despite the fact that all of the writers are very keen on pushing the legitimacy of Dungeons & Dragons against critics who would condemn it out of hand as satanic, they do offer many thoughtful critiques that demonstrate that the playing of such a game (as well as dungeonmastering) is a moral act and that what we play at does have a role in our real selves, since we never entirely divorce our play from the character of the player. This puts the writers in a tough position, in seeking to encourage play and pooh pooh the idea that certain things are evil in themselves without rejecting the idea of a legitimate moral order or the effect of game playing on character. The resulting tension between the social and political aims of the authors, and their obvious love and support of the games and game playing, as well as a wide variety of different philosophical approaches, make for a fascinating collection of essays that any slumming philosopher would be very proud to call their own.
I acquired this book quite by accident, I was searching for Dungeons & Dragons books on my local book webstore, having picked out a few but needed something to round the price to free shipping. This book caught my eye, and slightly sceptically, but still intrigued, I added it to my basked.
When it arrived, it took me ~4 months to start reading it, but once I started, I couldn't put it down, finishing in roughly a day and a half. A mathematician by training I was immediately drawn in by the deep philosophical nature of this book. Taking vastly different aspects from D&D and looking at it through different philosopher's ideas and with the author's then adding their own interpretations to it, was fascinating. A breath of fresh air, one could almost say.
Apart from in maybe one or two of the articles in this book I found myself, often repeatedly, going "why have I never thought of that", or "that makes excellent sense", or "what a great point to make", or "that's an interesting way of looking at it". The book gave me new ways of viewing things in the game that I have already accepted as "facts", or "one of the few ways to do this", so in the regards to make you think more critically about Dungeons & Dragons and the impact that it has, it succeeded.
Finding yourself constantly stopping whilst reading and going "this has implications for x, y, z,..." is to me, something good and refreshing. After having read the book I feel slightly sad that I didn't pay more attention during philosophy courses in upper secondary school and university, as the points and arguments presented are very interesting, and at least to me, hard hitting.
I think that this book is good and that you should read it if you would like to read about D&D through lenses of different philosophies, ethics and so on. I think that by doing so, especially if you "get D&D", would open up an entirely new understanding not only of the world in which one plays, but also about the world in which we live.
So, if you're interested in philosophy (even if only slightly), like to have your thoughts and opinions challenged in discussion and "get D&D", then definitely read this book.
This book isn't quite what I'd expected. I'd anticipated a philosophical examination of D&D from the viewpoint of the D&D world; I thought it would examine, for instance, the ethics of devil culture with the base acknowledgement that in their own plane, devils have a sense of order (as opposed to the chaotic demons of the Abyss), or how an Aasimar must view compassion, and things like that.
Maybe that would have been yet-another-source-book in the end, though, and what this book is instead is a collection of musings about the world of D&D and how its ideas fit into our own world, what it suggests about our ethics, our choices, our worldview, and so on.
It is an interesting read, even if it wasn't exactly what I'd expected. If you're interested in philosophy, and how it emerges in pop culture, then this book will be of interest, especially if the brand of pop culture that appeals to you is tabletop-RPG-centric. Me, I was looking for more D&D and less realworld insight, but that's no fault of the book's. You'll enjoy it as long as you read it for the philosophy, and enjoy the references to D&D.
A fun and atylical way to give examples of philosophical arguments that focuses on a semi-popular touchstone. I feel like this is a little more for DnD players than philosophers but I feel like it definitely gives me ideas as someone who enjoys both. Seriously having glanced at more than a few editions worth of rules and having taken a handful of philosophy courses I couldn't help but find that I'd been asking similar questions as raised in some of these arguments. Segments on certain spells in game were particularly familiar paths of thought for me. It was interesting to see someone else meditating on the subject.
Recieved as part of the Humble Fandom and Philosophy Bundle, which I paid for.
A mixed bag of some really interesting and some fairly good articles. It contains a large amount looking at all aspects of Dungeons and Dragons from a philosophical perspective - such as ethical issues in the game, the metaphysics of the setting and the act of playing the game. Some of these are very good, whereas some read more as an introduction to ethics, which after many years of philosophy wasn't quite so necessary. Still, if you're interested broadly in philosophy and you like Dungeons and Dragons there's definitely going to be more than a few articles in here to enjoy!
Not expecting much of it, I was drawn to the book by one or two of the essays, but found myself reading almost all of them! Most of the essays offer interesting philosophical views of various topics relating to D&D - from character alignment, self and otherness, through the ethics of spell-casting and monster-summoning, to gender and identity. Insightful and entertaining, it also inspired some pretty interesting ideas that I plan on incorporating in an upcoming D&D game.
I’ve never read a philosophy book, I’ve never known of any theories or ideologies of philosophers, and I love D&D. This was an eye opener, and I can relate so heavily to what the authors have said. I see their examples in my mind, I know the fellow players they describe, I am the subject and it is electrifying. I cannot wait to dig into more of the Pop Culture and Philosophy series. Luckily humble bundle sold me a bunch of them!
The contributors to this collection of essays come from a variety of backgrounds and each brings their own unique insights and thoughts on philosophy and D&D. From questions about the fundamental nature of evil to the expression of gender in roleplaying games, this book covers a range of questions that players more often than not find themselves asking.
A mixed bag. Some of the essays are quite nice, other's are written just like the stereotype of the boring philosopher would make you expect them to be. But maybe I'm just neither enough of a philosophy and/or D&D nerd to appreciate all of them.
Could've benefited from an editor with a keener eye, but overall an interesting and informative exploration of philosophical ideas through D&D and fantasy with a generous helping of humour to help it all go down.
A very entertaining read. Not exactly what I had imagined, however, I loved revisiting the different philosophical takes and perspectives and combining it with D&D and other fantasy works. Very fun to read. Not all of the essays were as entertaining or impactful, but it was a good read.
Quotes:
"Philosophers test moral theories by subjecting them to “thought experiments,” hypothetical situations set up and considered in an attempt to decide whether particular moral theories give the right answers in all possible circumstances. D&D games are nothing but thought experiments, hypothetical situations in which hypothetical people do hypothetical things. Of the various story-telling art forms that can serve as a source for thought experiments, D&D is particularly suitable because the D&D player is an active participant in the story, forced to make decisions based on the situations described by the Dungeon Master."
"As the Book of Exalted Deeds says, “Let their choices be difficult but not deadly … Let their choices and actions matter.”
"Where do we get evil? “The sad truth of the matter,” says Arendt, “is that most evil is done by people who never made up their mind to be either good or bad.”"
"The primary sources of evil are indifference and self-deception. Both lead me to a life of convention, simply living up to the code of conduct given to me by my society. Arendt says that most people live like this; “they get used to never making up their minds.”"
"we don’t have much time to really think, and when we do, we don’t want to spend our time thinking about what is ugly and bad. It is much more comfortable to think of evil as something done by villains in movies. There is something rather disturbing about the thought that one can become evil gradually. Once you realize that you can be evil without knowing it, you realize that you can be evil without knowing it."
"Every character has a bit – or a lot – of the player in them. With every character I make, I bring a new side of myself to the foreground, for the examination of myself and of others. And in doing so, I learn more about myself, and about my fellow players who are doing the same."
"A man defines himself by his make-believe as well as by his sincerest impulses."
"As Tolkien explains: “Fantasy remains a human right: we make in our measure and in our derivative mode, because we are made: and not only made, but made in the image and likeness of a Maker.”"
"in The Will to Power: “‘Truth’ is therefore not something there, that might be found or discovered – but something that must be created … . It is a word for the ‘will to power.’”14"
"Fantasy succeeds when it transports us to an imaginary land, and we escape the grayer parts of our own for a little while."
"Escapism is frequently described negatively (especially in relation to fantasy role-playing), but Tolkien reminds us that there are nobler escapisms. Beyond the desire to be free of traffic noise or workplace drudgery, there is also the desire to escape injustice, pain, sorrow, and, greater than these, death."
"It is the mark of a good fairy-story, of the higher or more complete kind, that however wild its events, however fantastic or terrible the adventures, it can give to child or man that hears it, when the “turn” comes, a catch of the breath, a beat and lifting of the heart, near to (or indeed accompanied by) tears, as keen as that given by any form of literary art, and having a peculiar quality.10"
"Remember that fantasy succeeds when it satisfies the desire to escape into a different kind of world, but Chesterton’s Doctrine of Conditional Joy and Tolkien’s concept of eucatastrophe remind us that, at its heart, fantasy is about satisfying the desire to escape sorrow, injustice, and death, not the cultural or technological trappings of everyday life."
"One key method employed by any dominant and dominating system of power (political, social, pedagogical, you name it) is to curtail any collective change that might threaten its claims to legitimacy. One of the best ways to do this is to limit the ability of those under its power to imagine a different kind of reality."
"To limit the imagination is to limit critical thinking in the most brutal way, which keeps people subjected and afraid of change."
"The first step in all of this is, of course, to imagine oneself as a completely different person – but a different person who yet relies 100 percent on the mind and experiences of the creator. We find this mantra repeated in various editions of the Player’s Handbook. In the second edition we are told: “The character you create is your alter ego in the fantasy realm of this game, a make-believe person who is under your control and through whom you vicariously explore the world the Dungeon Master (DM) has created.”7 In the fourth edition we are called to “take a minute to imagine your character. Think about the kind of hero you want your character to be. Your character exists in your imagination – all the game statistics do is help you determine what your character can do in the game.”8 In other words, the entire game is there merely to support your own creative vision, not to dictate it to you or to play it for you."
"Irigaray argues that we have an imaginary body that is largely imbued with fantasy. In other words, my body, as imagined by my mind (or ego) is not an objective representation of how it actually is (which is impossible to access) but is an artificial creation resulting from my entrance into language and society with others. What language says about bodies – male and female – within a cultural framework largely determines what we imagine our bodies are, what they can do, and what they look like."
"she asks, that is so captivating in the performance of drag? Whether in a show on a cruise ship or mildly exaggerated butch/femme identities in the gay and lesbian communities, drag reveals something that otherwise remains largely concealed from us. Namely, drag illustrates that gender itself is performative."
"Aristotle said that “there is also need of passage of time and the habits formed by living together, for as the adage has it, it is not possible for people to know each other until they have eaten together of the proverbial salt, nor is it possible, before this occurs, for them to accept each other and to be friends until each appears as lovable and is trusted” (1156b26–29)."
“For since they wish to live with their friends, they pursue and share in those things in which they suppose living together consists” (1172a7–8)."
An interesting collection of articles that takes basic philosophical questions concerning free will, morality, the nature of reality, and the like, and answers/investigates them using the game of D&D as the framework.
I enjoyed reading this book, especially the three articles in Part I: Lawful Good vs. Chaotic Evil. I think the controversy surrounding character alignment is fascinating, mostly because real people's views of free will and morality are equally fascinating and inevitably spill out into their games/players.
The articles were all pretty decent. There was considerable overlap in philosophical background/content once you start getting into Part II and beyond. Some articles were also a little light, without much depth or substance. However, this is usually part and parcel of any book made up of collected writings from different authors. Overall I enjoyed reading this collection, and I think it would be of interest to any tabletop gamer who also enjoys the "big" questions that life (and art) have to offer.
P.S. A little sad that the article on spectating D&D was written BEFORE the gigantic boom of D&D online streaming. Even though this article was written in 2014 while D&D was gaining serious momentum and popularity online, the writers could never have known the peaks to which this type of content would soar. Would love an updated exploration of this specific topic.
Favourite Pieces
Everything in Part I: Lawful Good vs. Chaotic Evil
"To My Other Self: Reflection and Existentialism in Dungeons & Dragons"
"Expediency and Expendability: An Exhumation of the Morality of Necromancy"
A fantastic book for all tabletop RPG fans! From the ethics of necromancy, to deep dives into historical philosophical viewpoints on the nature of goodness, to the critique of gender roles and self-expression, this book was a delight from start to finish.
Relying mostly on generic examples and a few of the most well-known stories such as Lord of the Rings, readers can actually sit down and think about concepts they may have taken for granted before. Alternatively, various passages can make one reassess their previous understanding of elements of a game, such as the unending argument about the alignment spectrum. The book also takes the discussion away from the game board and gets into a reflection on free will and the nature of friendships.
All in all, a very satisfying and fun read. I'll certainly recommend it to any of my friends that play, to maybe change the way we all think about our favorite hobby!
A good book for a particular audience. In a collection of independent chapters, academic philosophers (and similar) who enjoy tabletop role playing use D&D as a lens to look at philosophical questions, and philosophy as a lens to consider the game.
D&D and similar games can provide a framework for thought and social experiments that push the old philosophical questions beyond everyday life.
For me, there were two weak chapters: the first, which is just an extended assertion of determinism, and the one that draws entirely on stories from one of the published D&D worlds. In over 45 years of playing, I have never played in a published world!
Essays on determinism, ethics of raising the dead, continuity of person, animal rights (summoning, familiars, companions), gender, morality,…
This could enrich (or complicate!) your game play and/or influence your life choices.
This entire review has been hidden because of spoilers.
Not a fan of the official settings, and there is a LOT of Krynn and Forgotten Realms content/reference here.
That said, even the specifics I wasn’t into did make my mind drift into its own thoughts about similar issues, how the could be exploited in-game, and maaaaaybe some real world connections here and there.
If you think of it as a “DM’s book to think past the rules, and dig into roleplay/world building”, it’s fantastic. As a philosophy book… well… I think the degreed and heavily schooled philosophers I know would laugh me out of the room. Or would they?!?
At its best, a thought-provoking read that challenges the reader to think more deeply about the game of D&D. At its worst, it evokes flashbacks to college philosophy requirements. But an enjoyable read on the whole.
Pretty light as far as any serious philosophical thought goes, but that's to be expected in a pop philosophy book I guess. Many of the authors indulge in tiresome tropes about Doritos, Mountain Dew, and basements.
Dungeons and Dragons and Philosophy is a great read for anyone who enjoys thinking deeply about the worlds they explore at the table. Christopher Robichaud delivers a funny, logical, and genuinely educational collection of essays that connect classic philosophical ideas with the mechanics, themes, and storytelling of D&D.
The result is both entertaining and enriching. You’ll find yourself laughing one moment and having an “aha!” moment the next as concepts like ethics, identity, metaphysics, and morality are woven seamlessly into familiar gaming scenarios. It’s the rare book that makes you a better thinker and a better player. You can become a PC that actually helps you “gain advantage on all Wisdom checks.”
Whether you’re a long-time dungeon crawler or just someone who enjoys smart pop-culture analysis, this book is a delight. Thoughtful, accessible, and endlessly fun.
This is a collection of essays loosely tying in D&D situations and setting to various philosophical frameworks..
I am not a fan of philosophy. It seems like a combination of obvious truths and selective definitions that make it impossible to be wrong in a specific mental framework. This book did not change that.
It is filled with fun D&D references, but with some oversimplification. It made some references to fourth edition, where I know 2nd edition setting and 3rd edition rules best.
The philosophy content does not go into depth. This may be a light fun book for philosophy and D&D fans, but it is not very educational.