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In 1968, psychologist and MD Stephen Karpman described the human relationship model that exploded psychology, psychotherapy, and media culture, and the explosion continues to resonate today. The model was called the Drama Triangle, also known as the Karpman Triangle, and is referred to every time a toxic relationship is discussed.
Vertices and faces
"Karpman's Triangle" is a role-playing game model in which three characters are involved: Rescuer, Persecutor, Victim. Each role has its own scenario and its own set of characteristics, and together all three participants make up a single destructive mechanism in which their childhood traumas, anxieties and psychological attitudes coincide like cogwheels. The wheels are spinning, the music is playing, each participant plays his role.
Who's playing?
Victim
A person who has chosen the role of a victim professionally knows how to suffer and throw off responsibility. His life is hard and unprepossessing, and he, as in the song of the ABBA group, is waiting for the very person who will take the unfortunate sufferer under his wing, throw problems on one shoulder, responsibility on the other, and they will fly away to a bright future together. Or they will not fly away, the main thing is that the Victim's responsibility is removed and there is no need to decide and change something for himself.
Pursuer
This person enters the game to prove to himself (and to the whole world) that "goodness must be with fists." The persecutor knows how to do good and bring joy only with the help of brute force, verbal violence and under the pressure of external circumstances that force him to act cruelly. From the point of view of this character, the world is unfair, and only one Persecutor knows how is right, how it should be, and that this cruel world made him a villain, but in fact, his actions are based on a good beginning (at the moment of this realization, he himself takes position of the Victim). The persecutor can see himself as a mentor, a defender of justice, and throughout the game he will point out to the Victim of her helplessness and weakness.
Rescuer
The person who fulfills this role pretends to be an altruist. He provides assistance without having the slightest idea of what really needs to be done. The Rescuer gets involved in the confrontation between the Victim and the Persecutor in order to feel important, to feel grateful to the Victim or to make her dependent on himself. This is that nice guy who joins the game to show everyone how good he is, and so that everyone owes him. If help fails, he will reassure himself with the thought that he is simply not appreciated.
Claude Steiner, Karpman's colleague, described these characters as follows: “… The victim is not really as helpless as he feels. The Rescuer doesn't really help as much as he thinks, and the Persecutor really has no good reason to be angry or blamed."
The main rule of the game is every man for himself. Each participant plays his party according to his own rules, and the main goal of each is not to let the others win. What happens if it does happen?
How to look at life from the bright side and successfully resist stress? Learn this in the Antifragility course.
Vicious circle or musical chairs?
When one person completes the game, the mechanism falls apart. Participants need the Dramatic Triangle to prevent closeness and intimacy - Karpman writes - it postpones the decision of important issues, for example, solving the Victim's problems or realizing the Rescuer through some other activity. All three find themselves face to face with their own problems, and in order not to drown in them, they restart the game. Perhaps the composition of the participants will change, but the roles will be the same.
Before the demons begin to tear up their masters, the players, as in the "musical chairs", need to re-take their seats. For example, if the Rescuer wins, and the Victim is freed from the torment of the Persecutor, the Victim becomes the aggressor herself and unleashes her anger on the liberator, shouting: "I did not ask (a) to save me, you destroyed everything!"
Many people who want to avoid responsibility love this Triangle game, but the writers love it even more. Karpman's Triangle has become an ideal framework for constructing conflicts and plot twists for films, comics and TV series. For example, the relationship between Batman and Joker is based on this model. They take turns playing the role of Victim and Persecutor, Persecutor and Rescuer, depending on which character will become the third participant in their game. A similar model can be found in the Rapunzel cartoon and in every Marvel film.
In his book, Karpman describes on triangles not only the games of friends and enemies, lovers and spouses, but also plots of dysfunctional families, office stories, "games of swindlers" and alcoholics. All these plots with exemplary situations help the reader to recognize in time that he is being drawn into such a game.
How do I quit the game?
The games described by Karpman are of three levels:
First degree games: socially acceptable, talked about and shared. It can be a difficult relationship at work, an advantageous boss, or a landlord who crosses boundaries.
Second degree games: have more dire consequences. It is considered indecent to talk about such games. This category of games includes manipulation by romantic partners, violation of personal boundaries by relatives or friends.
Games of the third degree: the most dangerous and destructive games that end in a hospital, police station, court. In such games, the participants are really in danger. These can be “games” with the participation of swindlers, alcoholics and other people with addictions, as well as with aggressive Persecutors, for example, in a situation with domestic violence.
A game of any degree must first be recognized and defined its role in it. At this stage, you need to develop the skill of high-quality active listening in order to recognize the invitation to play the game from other participants and refuse in time.
Second, refuse to play games and offer quality honest interaction instead. It includes honest feedback, with no hidden foundation of self-serving intentions.
Third, take 0% responsibility for others and 100% for yourself. You cannot shift responsibility for your emotions and decisions to others, just as others cannot delegate you to make decisions and live emotions for others. You can experience a full range of emotions and not feel guilty about it. As long as you live emotions within your personal boundaries, no one can drag you into the game.