Most children have played the game of musical chairs.
There’s one less chair than participants, and the child who cannot find a seat when the music stops is out.
Another chair is then removed, the music begins again, and the cycle repeats itself until one child is left as the winner.
The Adult Version
What if there was an adult version of this game?
What if there were only three chairs and that number never changed?
What if none of these three chairs was ever taken away when the music never stopped, trapping the participants in an endless, destructive game?
Let’s call these three chairs: victim, villain, and hero.
And let’s call it the blame game.
And let’s say the point of the game is to never be left sitting in the villain chair whenever the music stops.
The Victim Chair
In the role of victim, we gain others’ sympathy and support.
We are the sinned against, the unjustly wronged, the one bearing all the pain.
In this chair we highlight our injuries and our injustices, and cry out for a hero to come to our rescue and punish our bad guys for us and right all of our wrongs while we stand safely by.
The problem is we never own up to our own wrongs, wallow in self-pity and irresponsibility, and are trapped in a perpetual, emotional dependency upon our emotionally needy heroes.
This is the classic role an enabled addict is in–their “helpers” are actually helping to destroy them and are manipulated into feeding their addictions.
The Hero Chair
In the role of hero, we gain affirmation and validation from the victims.
In this chair, we take up the causes, hurts, and grievances of victims and go after villains while victims cheer and applaud.
The problem is we are not qualified to be anybody else’s messiah and this role traps us in taking up others’ offenses, from which there is no release.
The victims feel great, but heroes are left burdened and in a state of ignoring their own problems, denying their own villainy, and trapped in their unhealthy need to be needed.
This is the classic role that enablers and co-dependent fixers play in a family–doomed to make it all better when they have no power to make anything better.
The Villain Chair
In the role of villain, we are stigmatized and punished by victims and heroes and play the role of the noble martyr.
Others–the whole family or group or society– place all of their badness on us and we bear not only our punishment, but theirs as well, so they can pretend to be perfect and above it all.
To be scapegoated is to be endlessly punished for things we never did so others can pretend to be perfect.
It’s a kind of death where others are free to abuse and slander us–to be villains with complete impunity and commit grave wrongs against those blamed for their misfortunes.
And even when we are guilty of what they say we did, there is no forgiveness, no release, no way to be reconciled.
For that would leave heroes and victims with needing to confront their own pain, their own guilt, their own choices and consequences, etc.
The Unreality of the Game
Notice that none of these one dimensional roles is based on a complete picture or upon reality.
Notice the game revolves around escaping responsibility and denying painful realities.
Instead, we shift them and concentrate them onto one person or group so the rest of us can evade and avoid our own guilt and unrelieved pain.
Notice that one side’s hero becomes the other side’s villain, as villains are victimized and become the victim, as the oppressed become the oppressors.
Then others rise up to play the hero on their injured party’s behalf and punish the first side’s heroes and victims for their villainy.
But they always take it too far and commit fresh excesses for the sake of their “righteous cause”.
We swap places and a new cycle of victim, hero, and villain begins.
Society and politics works this way.
Many families and social groups work this way.
Human history works this way.
Next time I’ll look at where this game originated and how we can escape it.
There is a solution!
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