Symbolic Interaction (SI)
A fantasy-world, constructed together!
Symbolic Interaction, is about how D&D players and DMs actually build the fantasy world in which they play. It’s a perfect representation of George Herbert Mead’s social construction philosophy.
From the outset, Dungeons and Dragons is about creating a collaborative world. Verbatim from the Player’s Handbook, is “driven by imagination”. For the game to cohere between Dungeonmaster and Player, major elements of that imagination must be shared. It’s key. It’s instrumental to the function of the game at its most basic level. Akin to theatre, drama, and other roleplay games, the collaborative make-believe of D&D is an ideal example of Symbolic Interaction theory.
Crucial to this interpretive theory is its contrast with behaviorist theories. Where behavioral scientists saw causality as stimulus and response (think your knee when the doctor hits it), interactionist theories interpose “interpretation” betwixt stimulus and response. For example, “The party enters a third chamber. This one contains a large chest.” Pause. At this point players will individually interpose their “interpretation” of the chest. Question 1: Is it a mimic? Each PC interprets the chest (symbol) and interacts with it accordingly. Interpreting the symbol as a chest, the Rogue walks forward. Interpreting it as a threat, the Dragonborn hangs back. Only when the DM collaborates on the story to define the chest, can the interaction complete. It absolutely needs collaborative participation.
For players, your player-concept, (including your personality traits, ideals, bonds, flaws),influence (if not determines) how other players and NPCs will interact with you. And while you may intend to influence your circumstances, Symbolic Interaction says that those meanings MUST be a combination of what both players and DMs create.
Imagine a self-styled hero, puffed-out chest and peacock-styled who thinks themselves a savior to many, but whose reputation and behavior do nothing to confirm this opinion. This stereotype (or perhaps archetype) starts out in such sharp contrast to the way most of us present ourselves, that it makes for both a fun character (or NPC) to play, and a fun shattering (dad joke) of the “Mead-Cooley hypothesis”, better known as the looking-glass self. According to the hypothesis, we learn about ourselves by imagining how others see us. How do I look to them? Through language use and choices, we develop a flexible self, that interacts with others. In the same way we often build into our characters’ backstories significant interactions/moments/inflection points with important others who help tell us who we are. Luke had his Obi-Wan; Katniss her...Haymitch? For example, one of my players’ backstories includes a significant “mysteriously dropped at the monastery”. That choice resonates precisely because, according to "Mead-Cooley” our self (player) concepts develop from integrating the judgements and assessments of significant others. Without understanding or knowing those assessments, in the case of my player, drives her character.
When world-building, symbolic interaction can serve as a darker element as a tool of antagonists. Because SI concerns itself with the power of language to shape and create reality, the power to “name” is significant. Think of the power of a Big Bad to “name” subjugated people “children”, for instance? What would that do to the throngs suffering under Strahd, (or similar)? Naming forces people to see themselves through a warped mirror of your own creation. This power could also work in the favor of unity and reward. For instance, a noble NPC might bestow a title on the party, literally changing their identities perhaps. The party-name itself is again an exercise in self-definition, collaborative imagination, and consensus...hopefully.
Another way to connect this theory to Dungeonmasters, the theory has an interesting mediator. By and large, I would think most DMs are players, themselves. They’ve been at tables with problem players or, rather, players with problematic personalities and behaviors. This is at best. At worst, players can display horrible, despicable behaviors. The moderator, that can help us moderate our judgements of others behaviors is empathy.
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