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Morality Play: Old Game Gives us a New Way to Teach Ethics | Christopher Robichaud | TEDxWalthamED


like so many good stories this one takes

in the 1980s at first as the 80s at MTV

went a little astronaut and the moon

when they showed like actual music

videos its Ghostbusters it’s Indiana

Jones right its et it’s uh it’s a time

in which we had things like pac-man and

when we had a Donkey Kong when we had

Atari and television and colecovision

it’s also time when a game a tabletop

game was gaining in tremendous amount of

popularity surging in interest and that

game of course is Dungeons & Dragons

this is a picture of my own personal

collection a small very small fraction

of my own personal collection dungeon

dragons was not invented in the 1980s it

was invented in 1974 by Gary Gygax and

Dave Arneson but by the 80s it had taken

off and for people like me it was just

absolutely fantastic I remember when I

first got my red box set of Dungeons &

Dragons this came one winter night

Christmas Eve my uncle got it for me and

I never looked back I absolutely I

absolutely adored the game of him

playing it for the the remainder of my

life now it turns out that not everyone

even though the game has been around for

decades not everyone this makes me makes

me a little sad it’s true not everyone

knows what Dungeons & Dragons is about

so I will point to Gary Gygax himself

the inventor of Dungeons and Dragons he

gives us a little bit of an idea of what

it is in the introduction to the first

edition advanced central Dragons players

handbook but roughly that’s such an

interesting game is it didn’t have edges

and by that I mean it wasn’t a board you

sat down at a table with your friends

most people took on the role of an

individual character right and it was

all bottles all borrowed from tropes

involving fantasy characters from

Tolkien’s swords and wizardry this sort

of thing so you were a row you were a

warrior you were a spell caster and you

had a sheet in front of you and the

sheet would give you information about

what your character could do what your

character couldn’t do there’s a set of

rules to resolve some things and then

there was this other person the dungeon

master and she or he would would invent

a world and invent certain scenarios a

dungeon to explore and a lot of it was

talking back and forth you know I’m

go here I wouldn’t want to go there and

the Dungeon Master would then help

resolve certain things through a set of

through set of die rolls and so it was

it was a tremendous amount of fun we all

had a great time with it but something

else started happening in the 1980s with

Dungeons and Dragons and that was the

satanic panic or the moral panic believe

it or not in the 1980s dungeon dragons

came under scrutiny a lot of scrutiny as

the sort of game that would lead to

physical harm and moral ruin and this

was not just this was not just found in

some small towns across the United

States there ended up being a 60 Minutes

episode about this there ended up being

a movie called mazes and monsters

starring of all people Tom Hanks about

this there was a little pamphlet from

Jack Chick notoriously called dark

dungeons that was supposed to show a lot

of terrible things that were happening

you had you had people who were

professionals saying that the content of

this game was uh was really problematic

and this satanic moral panic ended up

hitting home for me literally hometown

right I grew up in Chardon Ohio it’s a

small town east of Cleveland population

five thousand one day as a kid 1980s I

see pamphlets going around saying that

there’s going to be a town discussion

about Dungeons and Dragons in the

basement of the library at least they

got the basement part right because most

dungeon dragons playing took place in

parents basement right so all right

we’re going to be in the basement and I

went there and it was just a spectacular

moment there was a psychiatrist who was

sharing her stories about how she was

absolutely convinced that some of the

cases that she saw people who wanted to

kill themselves were wanting to kill

themselves because of Dungeons and

Dragons

there was there was a police officer

dressed as a police officer with a you

know with a gun and a badge saying that

he had gone to arrest someone on drug

charges and when he went to arrest this

person this person was playing Dungeons

& Dragons and when he then went to make

the actual rest this person seemed to

reveal supernatural power and the only

thing I could think is I’m playing this

game wrong

and I want to start playing it like that

right maybe I read too many comic books

as well but none of this rang true with

the lived experience of this game I mean

it’s a bunch of gut geeks sitting around

you know drinking Mountain Dew you know

– eating Doritos fighting over who got

the last Oreo the content of the game

you know I was Dungeon Master often and

my players would spend 45 minutes

arguing about whether to listen to a

door or not you know you want to listen

to the door I don’t know if I want to

listen to the door what if it’s trapped

well if it’s trapped someone should look

for the traps well wait but I’m not

gonna look for the trap this is the

content of the game it was still awesome

I probably didn’t describe it right then

is sounding awesome but is still awesome

all right so at that moment in the

basement of the library of my hometown I

stood up and said that I would devote my

life to showing the goodness that

dungeon dragons brings into the world

that’s absolutely not true right I mean

that’s what was going on my head at the

moment but I was still really young and

completely intimidated but it turns out

that I found myself decades later in a

profession where I could demonstrate

that this game gives us some interesting

insights that can help us make people

better moral agents and that’s what I

want to turn to now so I am a professor

at the Harvard Kennedy School of

Government and my my job is to help

teach ethics in an impactful meaningful

way for professionals to find ways to

make ethics sticky and so um common

ethics pedagogy when you take a look at

it is mostly some back-and-forth between

between theory and cases so some courses

lean pretty heavily on theory and we’re

going to go through it all we’re going

to go through consequentialism

deontology John Rawls and so forth and

maybe just do a little bit of dabbling

with cases others leaning hard on cases

let’s look at protagonists in these

situations and seeing what they’re doing

but it’s typically this back and forth

however I recognize that there there was

much merit in the movement to add more

experiential learning into the classroom

experience you’re learning not just

being generally active learning

I think classrooms and ethics can have

active learning when you just have

people you know engaging the Socratic

method back-and-forth talking to each

other in small groups about what’s going

on but experiential learning the kinds

of things that you get with simulations

and so you know I wanted to add

simulations into this cycle where you

can have students engage in

some kind of an activity that’s not just

analyzing a case or not just you know

consuming theory and come out of that

with some really really interesting

insights about their own moral character

and about how they want to navigate the

world the challenge that I found is that

standard simulations worked in great

ways for teaching things like

negotiations or leadership and so forth

it wasn’t entirely useful for what I

wanted to do in ethics so a typical

simulation is one where participants are

given roles and sometimes those roles

are fairly fairly tight you’re supposed

to you know you like this person you

don’t like that person here’s your goal

here’s what you’re supposed to do you

use simulations to develop skills

sometimes as I said their leadership and

negotiation skills professionals

sometimes go through live simulations to

make sure that they can help in

emergency situations there is an ethical

dimension that I’ve seen in some

simulations where you take on a wholly

different perspective you get inside the

skin of someone else and you use that to

build your ability to understand how

different people think about the world

and see the world and I thought all that

was was fine and well but I wanted to do

something different one of the things I

found happening with my students

especially when they looked at cases is

they would look at this case it was you

know are often a real case not just an

imaginative one and when going through

the case they would always imagine

themselves as the protagonist acting

heroically right I recognized that for

my dungeon dragons playing as well right

but they they would always they would

never have made the mistakes that these

other individuals have made and look

that’s a very natural disposition to

have right we all sort of want to think

about ourselves as acting heroically in

these sorts of situations I wanted to

put students into situations where they

got we got to test that we got to see

well what what would you actually do in

some of these things without really

putting them into a situation where

there’s high-stakes ethics in play so

what I ended up doing is stepping back

and thinking about some of the general

design principles from Dungeons and

Dragons because it turns out that in a

lot of dungeon dragons gameplay you end

up thinking about ethical issues you end

up doing things that I thought would be

extraordinarily useful to bring into the

classroom and so here are some

abstractions of gameplay from Dungeons

and Dragons that I wanted to then use to

design ethics simulations one is you

confront scenarios where there’s no

clear line of authority on

on how to make a decision right and so

the thought here is you can’t just say

wow this is a really tough issue who

should be the person that is answering

this it’s up to you so someone has to

figure out how to go about answering

this thing roles are assigned but

they’re minimal and old school dungeon

dragons you know you or fighter you or

you were wizard whatever you had some

invented personality but mostly was you

the decision-making the rest of it was

is entirely on you you couldn’t hide

behind this being an exercise in acting

that has changed a little bit in the

years since the original game came out

but I like that old-school feature of it

there’s a simple set of rules that can

adapt to any sort of course of decision

that’s made you know you are not it’s

not choose-your-own-adventure dungeon

dragon does not choose your own

adventure you know if you go this way

turn to page five if you go this way

turn to page 25 really it’s very

open-ended you can end up doing whatever

you want then the rules will help

resolve whatever it is that you do all

right

so participants must cope with ongoing

uncertainty there’s those dice and this

is something that I found especially in

simulations that a lot of simulations

did not build into them which is

uncertainty not arbitrariness

uncertainty you always know that when

you make a decision there’s going to

have to be a roll of the die that’s

going to determine what actually happens

and you can play the odds a little bit

but at the end of the day you have to

live with the consequences of what the

dice say and last is that you have to

establish most of the goals you know

this is a running joke in people who are

just learning about dungeon dragons they

say well you know who won yeah there’s

not winning in dungeon dragons really

you play just to keep on playing you

play to have your characters advance and

so forth and so on if you want more

goals than that you have to put them in

play they don’t come by way the game so

what I want to take you through now

briefly is an example of a simulation

that I built using these design

principles and the simulation is called

patient zero a game of ethics leadership

and negotiation and the first thing I

want to mention is that this is inspired

by a lot of the design of dungeon

dragons but it’s importantly different

in some respects so what happens is I

get and I typically do this in

professional schools like the Harvard

Kennedy School I’ve done it at the

Harvard Graduate School of Education

I’ve done at the School of Business I’ve

done at the Harvard Extension school and

so you get individuals into groups of

about five and there are simulation

managers we call them simulation

managers not Dungeon Master’s for what I

hope are completely obvious reasons and

they they have been trained with me on

how to how to do the work that a Dungeon

Master would do in these sorts of things

but if groups of individuals at tables

let’s say five or seven individuals and

the first task that we give them is to

create a country so this is a simulation

where rather than handing them hey

you’re Brazil right hey you’re the

United States and so forth it’s no

you’ve got to actually invent your own

country some of that is done with just

decisions right on the ground and some

of that is done through the rolling of

dice and so the first thing that we get

is buy-in because the country is created

right there on the spot it is the player

character in the simulation this country

co-created by individuals somewhat

randomly and somewhat by decisions that

are made and the country has attributes

likability scores that I consider to be

the sort of core features of a country

which the country’s economy like with

its infrastructure like military

institutions and health and again what

you end up getting is some distribution

and choices here based on what the group

decides is most important and also what

happened with the dice roll so some

groups were all very well and have a

nice pool of points to distribute

amongst these things others won’t it’s

it’s always interesting to see what

happens when the first dice roll made is

a bad one and you have a team that’s

like ugh because we’re going to go

through the simulation with a country

that’s already a little bit hobbled but

that happened in dungeon dragons too

with some characters so just to give you

an idea when you distribute points

across these various attributes what we

do is we give individuals a chart like

this that helps explain what the numbers

are supposed to mean so it’s you know

there’s a level of abstraction but we

don’t want it to be too abstract it’s

kind of it’s kind of crazy to just say

to someone hey you know do you want a 1

a 2 a 3 or 0 military the response to

that at first is I have no idea what

you’re talking about right but here with

this you get an idea of what the what

the numbers end up meaning narrative lis

in the in the simulation all right and

then we get some short we give some

choices to them so that they can help

really build their country from the

ground up what kind of government do you

want to have what’s the environment of

your country like the cuisine obviously

the most important one right the cuisine

tourist sites but you would be amazed

right and again this is modeled off of

some dungeon and Dragons you know

character development there’s the core

abilities and that’s really important

but then there’s the things that

sometimes called fluff that ends up

really playing an important role as you

as you move on and we also asked

participants to decide two things that

are true of their country doesn’t mean

that the others are false but these are

the things that are really important and

in some sense identity forming for their

country what is your country essentially

like you know do you have

constitutionally guaranteed rights is

there homogeneity in religious beliefs

etc etc so this is a bunch of decisions

that are made and then the team is given

a generic role so I don’t spend much

time building in details of the role

because that’s not what the simulation

is supposed to be about they’re just a

group of high-ranking officials they’re

told that they’re going to be the

closest advisors to their leader their

leader could be a queen a king right now

whatever kind of country that they

decided why president Prime Minister you

get the idea and they’re told that they

have to make the best decisions they can

under the information constraints and

time constraints that they’re given the

main dynamic of the simulation is

they’re given an event at first it’s an

event that everyone has and then it’s

events that the simulation manager gives

them they come up with something you

know think about it they argue with

themselves they come up with some

response and then there’s a resolution

and that resolution involves rolling

dice what is patient zero about

specifically zombies yes I have gotten

away with running a eight hours on B

apocalypse at Harvard Kennedy School

Harvard Business School Harvard

Extension school etc etc turns out

though that a zombie apocalypse is

actually a really interesting simulation

in that you can model the evolution of

pandemics very well with it and it puts

you into that very nice place where you

know that absolutely no one sitting down

at the table will had any experience

with this whatsoever right that’s a

really interesting and important boy

right I mean this simulation was

designed for people coming from all over

the world with all sorts of experience

and I always tell students at the very

beginning of this if you in fact have

had experience with the content of the

simulation you should talk to me

individually right uh and uh and we’ll

go from there so we give we sit them

down we

give them this opening outbreak the

opening outbreak is exactly what you

might imagine there have been rumors

about some kind of some kind of events

people are cognitively compromised

they’re behaving violently they’re not

responding to reason or any of these

sorts of things then we have them make

some decisions and the core mechanic is

to roll a couple of six-sided dice and

add their country tribute that’s not a

dungeon dragons mechanic it’s a mechanic

from a different game that I found very

useful the the basic way that this

unfolds is that if you get a ton or

higher you got a success if you get a

seven to nine you get a success with

some complications if you get a six or

lower you fail Obamacare is the perfect

example of a 7 to 9 if you do the math

on this there’s going to be a lot of

rolls that fall into that range you

succeed but it’s complicated

so you can imagine an Obamacare roll is

what do you want to do I want to create

better healthcare roll 7 to 9 all right

well here’s the good news you succeeded

here’s the bad news

it came a tremendous political cost

right and you’re going to be tied up in

the courts for a long long time that’s

the kind of complications that you want

in these simulations success happens but

it’s never exactly as clean as you would

you would want it to be this mechanic is

powered by a system called apocalypse

world and so I want to give credit where

credit is due and so I just want to step

back for a minute and say that it’s a

really fun and exciting experience to do

this and you can move in a couple of

different directions based on what you

want to do if you want to take away

simulation managers because that’s too

much you can do so but it’s and that

will improve scalability if you want to

on the other side of it really increase

individual roles you can do that as well

so you can really play with this in a

couple of different directions that I

think is is quite quite exciting and

useful um I think if you want to just

mention three big takeaways one is

simulation should be introduced into

ethics pedagogy I think that Dungeons &

Dragons and the games that have been

designed in light of dungeon dragons

gives us a really good way of thinking

about how to do that and simulations

like patient zero end up showing us how

this can happen in a way where you merge

ethics with leadership and negotiation

I’ve been doing this for years now and

the reason I’m standing in front of you

is because there’s been overwhelming not

Universal but overwhelming enthusiasm

from professionals

raus the world in running through this

if I have one last thing to say it’s

this and I hope this is obvious it’s

certainly not original but I think it’s

worth mentioning all the same and that

is that playing and learning our

complementary not incompatible and it’s

been a great great opportunity to share

this with you today and also to

rehabilitate I hope the role the dungeon

dragons can play in in moral reflection

thank you very much [Applause]

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