‘How does the entanglement of magic items, players, and in-game histories in Dungeons & Dragons shape engagement with the past?’ is the question this thesis investigates. Data to this end are...Show more‘How does the entanglement of magic items, players, and in-game histories in Dungeons & Dragons shape engagement with the past?’ is the question this thesis investigates. Data to this end are gathered by recording three separate sessions of the game involving magical artefacts, by different players. The players, who were not aware of the set-up, filled out a questionnaire after the game, and took part in a discussion. The subdivision of the research question in the introductory chapter in manageable parts dictates the set-up of the following chapters. The second chapter provides background and theory on materiality and magical artefacts – first in archaeology, secondly in the role playing game of Dungeons & Dragons. To properly understand D&D, but also to prepare the setup of the experimental games the history of the game and its mechanics are explained. The third chapter focuses on the design of the experimental game, and the accompanying questionnaire. In the fourth chapter the course of the three different game sessions, questionnaires and group-discussions are considered. General outcomes and salient individual reactions are both noted. The fifth chapter briefly investigates topics related to the research question that came up during or through the experiments and evaluates the applied methodology. The sixth chapter concludes the thesis by establishing, finally, that D&D presents a barely studied, contemporary aspect of materiality, and offers a fascinating point of departure for academics to connect with the public, and for the public to engage with the past.Show less
The history of mankind is intrinsically linked to the history of narrative, since it is in our very being to communicate, and to produce narratives. In earlier times, people sat around the campfire...Show moreThe history of mankind is intrinsically linked to the history of narrative, since it is in our very being to communicate, and to produce narratives. In earlier times, people sat around the campfire or in the banquet hall to partake in the telling and hearing of stories about the world, about gods and higher powers, about heroes or extraordinary events, and so on. In the late 20th century, this oral tradition made a mainstream resurgence of sorts in western culture, with the rise of the (tabletop) Role Playing Game or ‘TTRPG’. These games, while not exact replications of oral tradition, are heavily reliant on its orality and collaborative storytelling elements, and its gameplay owes much to the narrative features and typescenes of oral tradition, especially medieval oral tradition, since the original TTRPG’s were inspired mainly by the medieval period. While scholars such as Walter J. Ong (Orality and Literacy: The Technologizing of the Word, 1982) have already discussed oral tradition in detail, its link to the relatively new medium of the TTRPG has yet to be touched upon in scholarship. This thesis will attempt to close this gap to a degree, by investigating to what extent the non-linear narrative structure of the TTRPG Dungeons and Dragons resembles that of medieval oral tradition. First, this thesis will define what exactly constitutes medieval orality, by presenting (among others) Walter J. Ong’s theory pertaining to the “Psychodynamics of Orality,” and illustrating the presence of his characteristics in extant historical sources of medieval oral tradition, such as the Old English Beowulf and the Norse sagas. Second, an overview will be provided of the popular TTRPG Dungeons & Dragons, detailing its content, gameplay mechanics, history, and development. Finally, this thesis will demonstrate the relation between Dungeons & Dragons and medieval orality, by applying Walter J. Ong’s theory on oral characteristics to the TTRPG. In so doing, this thesis will demonstrate that (TT)RPG’s can provide valuable contributions to the scholarly fields wherein the topic is otherwise overlooked.Show less