‘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