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1

Sofyan, Rizal. "Kuasa pemain Dungeons & Dragons dalam analisis teater kaum tertindas." Imaji 20, no. 2 (October 6, 2022): 146–56. http://dx.doi.org/10.21831/imaji.v20i2.48803.

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Dungeons Dragons adalah permainan table-top berjenis storytelling dan role-playing. Permainan ini menginstruksikan pemainnya untuk membuat sekaligus memainkan karakter yang nantinya akan hadir di dalam sebuah skenario. Salah satu fitur dalam permainan ini adalah kebebasan untuk berimajinasi dan menulis cerita baik oleh Dungeon Master (pemimpin permainan) maupun pemain. Hal ini menciptakan ruang kuasa pemain atas cerita dalam permainan. Penelitian ini menganalisis ruang kuasa tersebut dengan pendekatan teater kaum tertindas pada salah satu sesi permainan dengan skenario berjudul Horror at Havel’s Cross. Metode penelitian practice-led research digunakan untuk memahami hubungan antara praktik saat permainan berlangsung dan teori teater kaum tertindas. Tujuan penelitian ini ialah untuk menjelaskan ruang kuasa pemain atas cerita dalam permainan table-top Dungeons Dragons. Kata Kunci: Dungeons Dragons, Teater Kaum Tertindas, Kuasa Pemain The power of Dungeons Dragons players in the theatrical analysis of the oppressed AbstractDungeons Dragons is a storytelling and role-playing table-top game. This game instructs players to create and play characters that will later appear in a scenario. One of the features of this game is the freedom for both the Dungeon Master (the game leader) and the players to imagine and write stories. This creates a space of power for the players over the story in the game. This study analyzed the space of power with the theatrical approach of the oppressed in one of the game sessions with a scenario entitled Horror at Havel's Cross. A practice-led research method was used to understand the relationship between play-time practice and the theatrical theory of the oppressed. The purpose of this study was to explain the players’ space of power over the story in the Dungeons Dragons table-top game. Keywords: Dungeons Dragons, Theater of the Oppressed, Power of Players
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Borecky, Andrew. "Dungeons, Dragons, and Music." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.

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Since 1974, Dungeons & Dragons (D&D) has existed on the fringes of popular culture alongside many other tabletop roleplaying games. In recent years, however, D&D and other RPGs have emerged at the forefront of gaming culture. The allure of fantasy and magic draws players into creating and roleplaying characters in a mediated fantasy space through social interaction. Though largely untheorized, Dungeons & Dragons has been examined through sociological and philosophical lenses, though these studies often ignore the performative aspects of the game itself. During gameplay, Dungeon Masters (DMs) often exploit sensory detail, music specifically, in order to encourage roleplay in their players. The fifth edition handbook of D&D states that DMs can use “music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they might play in the game.” The following research explores the use of music within D&D as it relates to the players’ ability to immerse themselves within the game, drawing on research in ludomusicology and applying a lens of reflexive and close ethnography. Additionally, this research explicates a growing popularity of D&D on the internet through shows such as Critical Role and the live storytelling genre, as well as how it has altered ideas concerning the performance of voice. Based on interviews with players and observations of D&D games in person and via online streaming services, this article asserts that music allows players to immerse themselves within the setting of the game, which in turn creates a form of participatory performance for both the players and the Dungeon Master.
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3

Schell, Orville. "Dragons and Dungeons." China Quarterly 139 (September 1994): 783–93. http://dx.doi.org/10.1017/s0305741000043162.

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4

Mariucci, Andrea. "From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts." Mutual Images Journal, no. 11 (December 20, 2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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McLean, K. Robin. "Dungeons, Dragons and Dice." Mathematical Gazette 74, no. 469 (October 1990): 243. http://dx.doi.org/10.2307/3619822.

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6

Bryant, Levi R. "Substantial Powers, Active Affects: The Intentionality of Objects." Deleuze Studies 6, no. 4 (November 2012): 529–43. http://dx.doi.org/10.3366/dls.2012.0081.

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What can Dungeons & Dragons teach us about the being of beings? This article argues that Dungeons & Dragons introduces us to a world composed of objects or entities, where the being of objects is defined not by their qualities, but rather by their powers, capacities or affects. Drawing on the thought of Spinoza, Deleuze and Molnar, objects are seen to be defined by what they can do or their capacities to act, such that qualities are effects of these acts. Dungeons & Dragons is particularly suited to showing us this insofar as it focuses on the action of entities.
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Stang, Sarah, and Aaron Trammell. "The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons." Games and Culture 15, no. 6 (May 19, 2019): 730–47. http://dx.doi.org/10.1177/1555412019850059.

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This article introduces the concept of the ludic bestiary, a game mechanic that the authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a case study, the authors demonstrate how the game’s bestiary, the Monster Manual, functions as a tool of patriarchal control by defining, categorizing, and classifying the body of the female other as evil, abject, and monstrous. Importantly, the ludic bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been remediated as a narrative-heavy submenu in several digital games. The authors find that the figure of the monstrous woman persists in games because of the widespread distribution of the Monster Manual to young men in hobby communities, the cultural influence of Dungeons & Dragons, depictions of monstrosity that blend the erotic with the maternal, and the discursive categorization and objectification of the female body by ludic systems.
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8

Hasibuan, Hendry Ignatius, and Siegfrieda A. S. Mursita Putri. "Translation Strategy and Terms of Acceptability in a Dungeons and Dragons Translation." International Dialogues on Education Journal 9, no. 1 (August 24, 2022): 42–63. http://dx.doi.org/10.53308/ide.v9i1.278.

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Gaming has become increasingly popular in the past few years, with many games originating in foreign countries bringing unfamiliar terms within them. With their global releases, a game would usually come with localized terms which are sometimes inaccurate and leave the players scratching their heads in confusion. This study examines the acceptability of translation containing fantasy and gaming terms in the translation of "Dungeons and Dragons" and identifies the difficulties which arose from the interpretation of the unfamiliar terms. The study used two theoretical frameworks to answer the research questions; the first one was Cortales’ (2012) translation strategies, and the second was Nababan et al. (2012) acceptability assessment. The strategy employed aimed to observe the subject from several angles. The local translation from the narrator (Dungeon Master) was examined alongside the interpretation and their acceptability. The data was collected in three steps. The first one was recording and observing a session of gameplay of Dungeons and Dragons. The second step was to interview the player discussing their translation strategy as well as the results of their translation. The last step was to hand out a translation acceptability questionnaire to the players which they then filled out. The data collected was analyzed based on the theories and concluded to synthesize the overall research process.
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Bjørkelo, Kristian. "I Am... Bothered About D&D." Eludamos: Journal for Computer Game Culture 13, no. 1 (December 31, 2022): 111–21. http://dx.doi.org/10.7557/23.6981.

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Is Dungeons & Dragons receiving too much attention in game studies compared to other tabletop role playing games? And what, if any, are the issues with this? In this commentary the author creates an overview of the overwhelming focus on Dungeons & Dragons in game studies journals and puts it in relation to the cultural and economic position of the popular role playing games. The author calls for a more diverse and critical approach to tabletop role playing games in game studies, and the need to take into account the different playstyles fostered by different mechanics and the communities that form around the games.
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Carter, Robert, and David Lester. "Personalities of Players of Dungeons and Dragons." Psychological Reports 82, no. 1 (February 1998): 182. http://dx.doi.org/10.2466/pr0.1998.82.1.182.

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11

DeRenard, Lisa A., and Linda Mannik Kline. "Alienation and the Game Dungeons and Dragons." Psychological Reports 66, no. 3_suppl (December 1990): 1219–22. http://dx.doi.org/10.2466/pr0.1990.66.3c.1219.

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12

DERENARD, LISA A. "ALIENATION AND THE GAME DUNGEONS AND DRAGONS." Psychological Reports 66, no. 3 (1990): 1219. http://dx.doi.org/10.2466/pr0.66.3.1219-1222.

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DERENARD, LISA A. "ALIENATION AND THE GAME DUNGEONS AND DRAGONS." Psychological Reports 66, no. 4 (1990): 1219. http://dx.doi.org/10.2466/pr0.66.4.1219-1222.

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Femia, Giuseppe. "A Reparative Play in Dungeons & Dragons." International Journal of Role-Playing, no. 13 (May 15, 2023): 79–88. http://dx.doi.org/10.33063/ijrp.vi13.311.

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This article examines the creation of queer rhetoric through role-play to find the reparative value that Dungeons & Dragons (1974-) can potentially provide the queer communities. My work focuses on the concept of reparative play, an adaptation of reparative reading which was first proposed by Eve Kosofsky Sedgwick in 1995 (Sedgwick 2003). Reparative reading explores alternatives to heteronormative ideals through the act of reading. Instead of getting caught up in the problematic implications of a text, the alternatives are foregrounded (Sedgwick 2003, 137). Reparative play then expands reparative reading into the realm of play, where one explores the possibility for a sustainable queer livelihood through play (Vist 2018). I conclude with an observation of safety tools designed for tabletop RPGs, that enable reparative play.This work will be posited alongside an autoethnographic reflection of my own role-play experience as a means of demonstrating reparative play in practice. My work is founded on Sedgwick’s (2003) Touching Feeling, Kara Stone’s (2018) “Time and Reparative Game Design,” and Sarah Lynne Bowman’s (2010) The Functions of Role-Playing Games. These scholars observe role-play as a method of queer performativity and identity exploration. I propose that through the embodiment of a D&D character, set in a more accepting world, the players can enact reparative play to give an accurate and positive representation of themselves while promoting alternatives to heteronormative culture.
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Loponen, Mika, and Jukka Särkijärvi. "Review: Playing at the World." International Journal of Role-Playing, no. 5 (January 20, 2015): 66–67. http://dx.doi.org/10.33063/ijrp.vi5.237.

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Moyzhes, Leonid. "Are Dwarves Protestant? American Religion and “Dungeons & Dragons”." Anglica Wratislaviensia 61, no. 2 (January 18, 2024): 31–44. http://dx.doi.org/10.19195/0301-7966.61.2.3.

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I analyze the ideology of representation of religion in the tabletop role-playing game (TRPG) Dungeons & Dragons. I approach TRPGs as a type of protostory, an interactive set of stories governed by rules which provides affordances to create different stories. Whether a specific story is relatively hard or easy to instantiate from the protostory indicates if this particular instantiation serves as a preferred, negotiated, or oppositional reading of the TRPG rules. Based on an analysis of the dimensions of religion proposed by Ninian Smart, contrasted with Harold Bloom’s idea of American religion, as well as the concept of intrinsic and extrinsic religious orientation, I discuss the similarity between the way Dungeons & Dragons simulates religion, and the traditional understanding of religion in American culture.
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Антохина, В. А., and А. К. Ретюнская. "Использование настольно-ролевой игры «Dungeons&Dragons» для формирования коммуникативных универсальных учебных действий на уроках русского языка в начальной школе." ТЕНДЕНЦИИ РАЗВИТИЯ НАУКИ И ОБРАЗОВАНИЯ 92, no. 1 (2022): 27–30. http://dx.doi.org/10.18411/trnio-12-2022-07.

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В данной статье рассматриваются возможности включения настольно-ролевой игры «Dungeons&Dragons» в учебный процесс в начальной школе с целью формирования коммуникативных универсальных учебных действий (УУД) у детей начальных классов (в частности на уроках русского языка).
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Taylor, William Edward. "DUNGEONS AND DRAGONS IN AFRICAN AMERICAN ART RESEARCH." Art Documentation: Journal of the Art Libraries Society of North America 13, no. 1 (April 1994): 9–12. http://dx.doi.org/10.1086/adx.13.1.27948607.

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19

Nefedova, Olga Igorevna. "Features of Storytelling in the Dungeons & Dragons Tabletop Role-Playing Game." Filologičeskie nauki. Voprosy teorii i praktiki, no. 1 (January 2023): 97–103. http://dx.doi.org/10.30853/phil20230017.

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Rogers, Peter. "Contesting the Political: Violence, Emotion and the Playful Subject." Emotions: History, Culture, Society 5, no. 1 (July 13, 2021): 143–61. http://dx.doi.org/10.1163/2208522x-02010118.

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Abstract Tabletop role-play games (TRPG s) are undergoing a resurgence in popularity tied, in part, to the release of Dungeons and Dragons (5th edition) and a vibrant culture of live-streaming role-play games online. Research has now also shown that TRPG s – such as Dungeons and Dragons – provide a unique environment for the development of prosocial behaviours. There is an opportunity for researchers interested in political emotions and ideological performance to explore a community of collaborative storytelling where the altruism derided by philosophies of neoliberal economic rationalism is performed as a core value, with tangible outcomes for tolerance, generosity and well-being. As TRPG s become commonly accepted as part of the toolkit in both education and therapeutic contexts, they provide a new avenue of engagement for those interested in the development of prosocial values, community and social inclusion in the digital age.
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Pinto, Ivonete Medianeira, and Amadeu De Sousa Moura Terceiro. "Convergências entre o jogo de RPG dungeons & dragons e filmes do cinema hollywoodiano: uma interpretação." Revista de Humanidades 29, no. 1 (January 30, 2014): 102. http://dx.doi.org/10.5020/23180714.2014.29.1.102-121.

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O objetivo deste presente artigo é apontar as convergências entre alguns dos filmes de Hollywood com o Roleplaying Game Dungeons & Dragons, por meio da presença dos elementos do jogo, como elfos, fadas, guerreiros, masmorras, aventuras, monstros, entre outros e utilizar a jornada do herói apontando suas etapas uma a uma, como elo estrutural narrativo. A partir de uma revisão bibliográfica, utilizando os trabalhos dos autores: Monte Cook, Joseph Campbell, Christopher Vogler, Donaldo Schuler e Tzvetan Todorov, este trabalho pretende analisar a narrativa do filme Eragon, do diretor Stefen Fangmeier, detectando as semelhanças com o jogo. Através da análise de conteúdo foi confirmada a presença de muitas convergências. Entre elas: o herói representado pelos personagens que são interpretados pelos jogadores, a jornada que segundo Campbell nos parece então como consequência natural, o mito que no jogo Dungeons & Dragons é uma característica marcante, basta traduzir o próprio nome do jogo, o épico que é apresentado pelo herói que enfrenta forças maiores que ele, e por final, o maravilhoso que é apresentado por seres em que o herói luta e não existem em nosso dia-a-dia. Percebeu-se então que nem todas as etapas da Jornada do Herói estão presentes no filme. A ordem dos estágios também não foram as mesmas. Todavia, este artigo procurou demonstrar as convergências entre o jogo de Roleplaying Games Dungeons & Dragons e alguns filmes do cinema de Hollywood vistos e citou elementos do gênero épico da literatura e do gênero maravilhoso presentes no jogo e no cinema como condutores desta convergência.
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Hilton, Mackenzie. "Winding Path." IJournal: Student Journal of the Faculty of Information 9, no. 1 (December 19, 2023): 78–88. http://dx.doi.org/10.33137/ijournal.v9i1.42238.

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Ergodic literature has a unique status as a literature, game, puzzle, and plaything. However, there is no scholarly consensus on the definition of ergodic literature. In this paper, building upon the views of various scholars, I argue that ergodic literature should not be defined by its specific elements, but rather by the unique experience ergodic works co-create with their participants. I analyze the role-playing game Dungeons & Dragons to demonstrate how its unique balance of formal, material, and efficient limitations create coercive mimeticism. It is this coercive mimeticism, I argue, that grants Dungeons & Dragons its status as ergodic; however, as we will see, not all ergodic works require coercive mimesis. I argue that the balance of formal, material, and efficient limitations takes different forms depending on the work and who engages with it. Consequently, there is no universal definition of ergodic literature and every ergodic work must be considered on a case-by-case basis.
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Lai, Tri, and Gregg Musiker. "Dungeons and Dragons: Combinatorics for the $$\varvec{dP_3}$$ Quiver." Annals of Combinatorics 24, no. 2 (February 25, 2020): 257–309. http://dx.doi.org/10.1007/s00026-019-00487-y.

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Lawlor, Kate, and Avad Mughal. "DE07 Dermatology Dungeons and Dragons: simulation in dermatology education." British Journal of Dermatology 191, Supplement_1 (June 28, 2024): i161. http://dx.doi.org/10.1093/bjd/ljae090.339.

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Abstract It has been shown that dermatology is poorly understood among medical students and doctors of all grades (Chiang YZ, Tan KT, Chiang YN et al. Evaluation of educational methods in dermatology and confidence levels: a national survey of UK medical students. Int J Dermatol 2011; 50: 198–202). A scoping review within dermatology showed better learning effects when the interventions activate students, involve feedback, and are built on case-based learning (Bernges F, Zielbauer S, Weberschock T, Ochsendorf F. Teaching dermatology to medical students: a scoping review of published interventional studies. J Dtsch Dermatol Ges 2022; 20: 1077–87). Unlike more rigid direct case-based teaching, simulation learning allows the student to help build the zone of learning and explore areas of education that may not have previously considered. A novel approach is currently being utilized with year 3 medical students. There are approximately 12 students in each 2.5-h session. They are split into three or four groups, with students with previous dermatology experience allowed to ask fewer questions and those with no previous dermatology experience allowed to ask unlimited questions. Each group is asked to roll a 10-sided die to choose their case. They are then given a clinical scenario that includes a brief history and clinical photographs. The facilitator acts as the patient answering the students’ questions. The clinical scenarios cover the commonly encountered conditions in dermatology. When the students reach a certain point in the decision-making process, they again roll a die to determine the outcome of that choice. This demonstrates the element of chance and multiple potential outcomes in real-life decision making within clinical practice. The students can come up with any of many appropriate management plans, but their success is left up to chance. The crucial step is that the students then follow up that case again and evaluate the consequences of their decision making and the rationale for success or failure. This can be repeated as many times as the session allows, and other students learn from watching their colleagues. The students are provided with feedback forms at the end of the session to gain insight into the positive and negative aspects and whether they felt the session improved their knowledge of diagnosing and managing dermatology conditions. Feedback has been consistently positive including, ‘That is the best teaching I have ever had’. The freedom to make errors is vital and allows the student to reach the highest level of Maslow’s hierarchy. The consequences then ground this in learning.
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King, Matt, Vincent Malik Dehili, and Meara Queen. "Introducing Dungeons & Therapy: A Tabletop Role-Playing System for Group Therapy." Group 47, no. 3-4 (September 2023): 67–76. http://dx.doi.org/10.1353/grp.2023.a916646.

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Abstract: This article is the first of a planned three-part series that explores the utility of table-top role-playing games (TTRPGs) in therapy and introduces a new system designed by the authors for use in group therapy settings called Dungeons & Therapy. The surging popularity of TTRPGs like Dungeons & Dragons (D&D) has led to scholarly interest in their potential uses within therapeutic settings. However, D&D’s financial cost, complicated rules, and history of problematic content can create barriers for therapists wishing to use it. Dungeons & Therapy, which the authors have made as a free alternative to D&D, seeks to capture the role-playing essence of TTRPGs with a simplified rule set and to provide systems through which a therapist can encourage different kinds of play from players to facilitate personalized therapeutic outcomes.
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De Souza Salvador Neto, Armando, Douglas Felizardo De Lira Lima, Drayton Corrêa Filho, and Ewerton Do Nascimento Santos. "Dungeon Scrolls - Geração de conteúdo para jogos RPG." Comunicações em Informática 2, no. 2 (February 22, 2019): 10. http://dx.doi.org/10.22478/ufpb.2595-0622.2018v2n2.41578.

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Este trabalho apresenta a criação de um aplicativo que auxilia na criação de fichas de RPG. Dungeon Scrolls é um aplicativo que visa auxiliar jogadores de role-playing game (RPG), mais especificamente RPG de mesa, utilizando de um sistema de salas, armazenamento de textos, cálculos automatizados e aplicando inteligência artificial para geração de criaturas. O aplicativo conta com um sistema baseado em salas e o mestre de cada sala tem a possibilidade de criar fichas de monstros, sem misturá-las com as de outros jogadores. A criação das fichas de monstros pode se dar de forma manual ou através da geração automática, feita com Machine Learning e utilizando a base de dados que criamos do sistema de Dungeons & Dragons cujas instâncias foram coletadas com base nos livros oficiais.
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Long, TiMar. "Character Creation Diversity in Gaming Art." International Journal of Role-Playing, no. 7 (December 2, 2016): 23–29. http://dx.doi.org/10.33063/ijrp.vi7.254.

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The artwork for a role-playing game can be one of the most important aspects of the gaming experience. Artwork helps to give role-players an idea of what the world looks like in that game. It helps to inspire the kinds of characters players might want to create. Finally, art can serve as a method for determining what is and is not normal for a setting. Dungeons & Dragons was the first tabletop roleplaying game (RPG) created and as such serves as the foundation of the gaming hobby (Fine 1983; Tresca 2011; Peterson 2012). Is the artwork in Dungeons & Dragons racially imbalanced? How has the artwork changed since the beginning of the hobby? Wizards of the Coast is praised for the diversity of their new 5th Edition line, but is it truly diverse? This project seeks to find out by examining the artwork in the Players Handbook for each edition of the game. By using the theory of symbolic annihilation, I explore whether or not racial minorities are adequately represented in the artwork.
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Cruz, Ronald Allan L. "Here Be Dragons: Using Dragons as Models for Phylogenetic Analysis." American Biology Teacher 79, no. 7 (September 1, 2017): 544–51. http://dx.doi.org/10.1525/abt.2017.79.7.544.

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Dragons are a staple of fantasy literature, and various aspects of the creatures (most notably their anatomy) have been explored scientifically across different forms of media. Their distinct anatomical characteristics and the variations therein among the recognized “species” of dragons make the taxa appropriate models for basic phylogenetic analysis in an undergraduate general biology or systematics class. The wyvern, an obviously more primitive, distant cousin of the “true” dragons, is also an appropriate outgroup for these estimations of shared evolutionary history. Separating metallic from chromatic dragons, the generated tree shows relationships among the species that are consistent with their separation in the Dungeons & Dragons games according to alignment, scale color, and religion, three characters that are not used in the analysis. Manual construction of a character matrix and cladogram of dragons followed by repetition of this process via conventional computer software allows the students to track their progress not only in terms of understanding such concepts as choice of character states and parsimony but also in terms of the applicability of said software.
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Carroll, James L., and Paul M. Carolin. "Relationship between Game Playing and Personality." Psychological Reports 64, no. 3 (June 1989): 705–6. http://dx.doi.org/10.2466/pr0.1989.64.3.705.

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The relationship between personality variables and involvement in adventure games (such as Dungeons and Dragons) has been equivocal with both negative and positive correlates being reported. 75 college students were evaluated with the 16 PF. No differences were found between heavy and light involvement gamers; both groups' scores were similar to the 16 PF standardization population.
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Sevillano Pareja, Héctor. "Historia de una publicación periódica: el caso de la revista Dragón (edición norteamericana)." El Futuro del Pasado 3 (June 1, 2012): 503–21. http://dx.doi.org/10.14201/fdp.24732.

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El presente trabajo analizamos la historia y el desarrollo de una publicación periódica, desde su nacimiento, en versión papel, hasta su transformación en versión electrónica. Para dicho análisis nos hemos fijado en la Revista Dragón, que ha sido la revista sobre juegos de rol más importante editada hasta la fecha, especialmente en lo concerniente al primer juego de rol comercial, Dungeons & Dragons.
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Simón, Armando. "Emotional stability pertaining to the game of Dungeons & Dragons." Psychology in the Schools 24, no. 4 (October 1987): 329–32. http://dx.doi.org/10.1002/1520-6807(198710)24:4<329::aid-pits2310240406>3.0.co;2-9.

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Scriven, Paul. "From Tabletop to Screen: Playing Dungeons and Dragons during COVID-19." Societies 11, no. 4 (October 9, 2021): 125. http://dx.doi.org/10.3390/soc11040125.

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Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its biggest year to date in 2020, with many such reports touting the interactive and social benefits for people facing COVID-19 lockdowns. This paper explores the reported challenges and benefits of playing D&D through teleconferencing hardware and software, and the experience of using virtual tabletops. A thematic analysis of a sample of Reddit threads discussing player experiences of transitioning D&D to remote play during COVID-19 social distancing was undertaken. The findings highlight a variety of player attitudes and preferences towards playing D&D remotely. The data suggest a mostly negative sentiment towards playing D&D online for groups that had transitioned from in-person to remote play. Loss of in-person socialisation was identified as an important contributor to a poor play experience, but groups would persevere with remote play to maintain social relationships, suggesting that, for many players, D&D serves an important social function beyond mere play. Some avenues for future research are identified.
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Shank, Nathan. "Productive Violence and Poststructural Play in the Dungeons and Dragons Narrative." Journal of Popular Culture 48, no. 1 (February 2015): 184–97. http://dx.doi.org/10.1111/jpcu.12242.

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Ellis, Simon, and James Hendler. "Computers Play Chess, Computers Play Go…Humans Play Dungeons & Dragons." IEEE Intelligent Systems 32, no. 4 (2017): 31–34. http://dx.doi.org/10.1109/mis.2017.3121545.

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Albom, Sarah. "The Killing Roll: The Prevalence of Violence in Dungeons & Dragons." International Journal of Role-Playing, no. 11 (December 20, 2021): 6–24. http://dx.doi.org/10.33063/ijrp.vi11.281.

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This research project explores the prevalence of violence and its facilitation in the popular tabletop role-playing game (TTRPG) Dungeons & Dragons (D&D). Violence within the system’s 5th edition core rulebook, the Player’s Handbook (Wizards of the Coast 2014b), is analysed using textual analysis with insight from previous research on common violence motivators of heroism, hatred, and sensation-seeking curiosity. Overall, the study concludes that the D&D system facilitates playing violence, specifically through heroic motivation based on androcentric perceptions of chivalric fantasy ideals. This study also finds that the system spotlights combat over nonviolent interactions. Future research could investigate how participant agency may affect violence in similar traditional RPG systems, and why choosing violence in a no-consequence game could reflect real-world behaviours.
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Forsythe, Carlie. "Roll for Initiative." Emerging Library & Information Perspectives 3, no. 1 (July 14, 2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.

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Tabletop role-playing games originated in the 1970s with the introduction of the popular role-playing game, Dungeons & Dragons. Today, tabletop role-playing games make for valuable investments in libraries as they are effective tools for providing rich environments for learning and developing a variety of social and technical skills. This paper largely focuses on collecting tabletop role-playing games in libraries, as well as provides an introduction to role-playing games, their systems and mechanics, and how games are published.
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Torner, Evan, Sarah Lynne Bowman, William J. White, Sarah Albom, Diana J. Leonard, Jovo Janjetovic, Maximilian Usman, et al. "International Journal of Role-playing 11 -- Full Issue -- IJRP." International Journal of Role-Playing, no. 11 (December 20, 2021): 1–131. http://dx.doi.org/10.33063/ijrp.vi11.279.

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IJRP 11: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White, “Editorial Introduction to Issue 11” Some context for the current issue, especially with regard to current critiques of themes of violence and oppression in games, as well as this year’s Call for Papers on Applied Role-playing Games and the excellent articles submitted in response. Sarah Albom, “The Killing Roll: The Prevalence of Violence in Dungeons & Dragons” A textual analysis evaluating the language used in the Dungeons & Dragons 5th Edition Player’s Handbook. This article discusses the ways that the text incentivizes characters to take violent actions more often than offering peaceful solutions. Diana J. Leonard, Jovo Janjetovic, Maximilian Usman, “Playing to Experience Marginalization: Benefits and Drawbacks of ‘Dark Tourism’ in Larp” An examination of how playing characters with marginalizations the player does not share can lead to perspective taking and empathy, but can also cause harm if not done with care. Joe Lasley, “Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream” A qualitative study examining seven fans of the livestream show Critical Role, in which actors play Dungeons & Dragons. The fans described an increase in their well-being due to parasocial relationships with the fiction and players in the show. Kerttu Lehto, “Role-Playing Games and Well-Being” A secondary literature review discussing the main themes in role-playing game studies, as well as arts and well-being as fields of study. This author advocates for more dialogue between these fields as a fruitful line of inquiry, especially with regard to the design of games for personal development and well-being. Josephine Baird, “Role-playing the Self – Trans Self-Expression, Exploration, and Embodiment in Live Action Role-Playing Games” An autoethnography blending gender theory with personal experience exploring gender in role-playing games and other performance spaces. The author considers how best to design larps explicitly to help trans people embody their identities. Katrin Geneuss, “The Use of the Role-playing Technique STARS in Formal Didactic Contexts” A summary of Design-based Research on 16 educational live action role-playing games (edu-larps) created for German schools. This article offers several best practices for educators who seek to implement edu-larp in the classroom.
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Hollander, Aaron T. "Blessed Are the Legend-Makers: Experimentation as Edification in Dungeons & Dragons." Political Theology 22, no. 4 (February 26, 2021): 316–31. http://dx.doi.org/10.1080/1462317x.2021.1890933.

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Trammell, Aaron, and Nikki Crenshaw. "The Damsel and the Courtesan: Quantifying Consent in Early Dungeons & Dragons." International Journal of Role-Playing, no. 10 (November 9, 2020): 10–25. http://dx.doi.org/10.33063/ijrp.vi10.273.

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This paper examines the nature of conversations that occur at gaming tables in tabletop role-playing games (TRPGs) and the degree to which gendered communication impacts how individuals participate in gaming sessions. There is a host of research discussing barriers for women and minorities in terms of full representation and interaction in gaming and “geek” spaces (Garcia 2017; Reagle 2015; Stang and Trammell 2019). I assert that one rationale for this limitation is the domination of gaming spaces by men, particularly middle-class White men, and the subculture that comes along with this demographic. Dunning (1986) discusses the concept of male preserves, how sports in particular create subcultures that prize behavior and language that are associated with men and embodied in the male form. I discuss how the TRPG table is a male preserve, encouraging a level of dominance that colors table talk and acceptable norms (Dunning, Murphy and Williams 2014). The masculine nature of the discussion style of this table talk is more difficult by subaltern groups because of the clear association with “stereotypical” gamers, commonly White and male, and this difficulty is demonstrated in various ways (Bowman 2013; Hendricks 2006; Ilieva 2013). I surmise that while diversity has always existed and proceeds to improve in tabletop gaming, the subcultural elements of a male preserve remain difficult to uproot.
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Adelakun, Adeyemi, Carrie Lewis Miller, Haley Peterson, and Michael Manderfeld. "Fostering assertiveness through role-play gaming case study." Journal of Gaming & Virtual Worlds 16, no. 1 (March 1, 2024): 89–106. http://dx.doi.org/10.1386/jgvw_00093_1.

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Instructional designers piloted a programme to determine if role-playing games such as Dungeons & Dragons would be appropriate settings for teaching and learning certain skills, such as assertiveness, through the course of game play. Two phases of the pilot were conducted, the first as a beta test to determine feasibility, the second with a planted player who provided opportunities for the other participants to demonstrate assertive behaviour. Pre-post assertiveness questionnaires showed that the second-phase participants did show gains in assertive behaviour. Challenges and opportunities for future research are also discussed.
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Bean, Anthony, and Megan Connell. "The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors." Journal of Psychology and Psychotherapy Research 10 (March 2, 2023): 1–12. http://dx.doi.org/10.12974/2313-1047.2023.10.01.

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Dungeons and Dragons (D&D) is a popular fantasy tabletop role-playing game (RPG) that has been enjoyed by millions of players since its creation in the 1970s. The game is played by a group of players, each of whom takes on the role of a character in a fantasy world. The players work together to complete quests, overcome obstacles, and defeat monsters while a "Dungeon Master" (DM) manages the story and controls the non-player characters (NPCs). In recent years, there has been an increasing interest in using D&D and other tabletop RPGs as a form of mental health therapy. This is because the game can provide a safe and supportive environment for players to explore and express their emotions, work on personal issues, and build social skills. Tabletop RPGs can help foster personal growth in several ways: Problem-solving, Decision-Making, Emotional Intelligence, Communication, Creativity, Self-Esteem, and even Confidence. Mental health professionals have begun incorporating Tabletop RPGs into their sessions as a way to engage their clients in a fun and interactive way and it should be used in conjunction with other forms of treatment.
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Gibbins, Harry. "Rolling with advantage: Why Dungeons & Dragons provides new insight into the Christian concept of the imago Dei for autistic Christians." Theology in Scotland 30, no. 1 (May 18, 2023): 23–37. http://dx.doi.org/10.15664/tis.v30i1.2576.

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What is clear through an exploration of disability theology is that the imago Dei is a crucial component of a proper understanding of disability and creation. Whilst the imago Dei provides excellent utility in terms of the spiritual engagement of autistic Christians, there is much to be discovered concerning new pioneering methods of approaching dialogue between autistic and non-autistic Christians. As I shall explore through an autoethnographic study drawing from my own experiences, Dungeons & Dragons is one of these pioneering methods that is a creative tool for autistic Christians. Thus, new methods emerge regarding what the imago Dei means for those on the autism spectrum.
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Chudy, Jakub. "Contexts of illustrations in RPG manuals as exemplified by The Dungeons & Dragons series." Roczniki Biblioteczne 64 (April 6, 2021): 227–43. http://dx.doi.org/10.19195/0080-3626.64.9.

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Role playing games (RPGs) based on Polish bibliological research are an almost non-existent subject that is beyond the researchers’ area of interest. Rulebooks created for their needs are characteristic and unique publications, mainly due to their specific form and the goals they pursue, among others with the help of illustrations. For the needs of the article, thematic, quantitative and aesthetic analyses of basic rulebooks from the main publishing line of the Dungeons & Dragons series were given. Based on the collected data, the characteristics of the trends and regularities of the aspects of the illustration were examined to draw attention to the potentially new field of bibliological research. According to the author, these publications are an intriguing element of the Polish and global world of the book which is worth exploring.
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Raghuraman, Renuka Sundaram. "Dungeons and dragons: dealing with emotional and behavioral issues of an adolescent with diabetes." Arts in Psychotherapy 27, no. 1 (January 2000): 27–39. http://dx.doi.org/10.1016/s0197-4556(99)00025-8.

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45

Zhu, Andrew, Lara Martin, Andrew Head, and Chris Callison-Burch. "CALYPSO: LLMs as Dungeon Master's Assistants." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (October 6, 2023): 380–90. http://dx.doi.org/10.1609/aiide.v19i1.27534.

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The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize scenes to present to other players, and respond to the players' interactions with the scene. Doing all of these tasks while maintaining consistency within the narrative and story world is no small feat of human cognition, making the task tiring and unapproachable to new players. Large language models (LLMs) like GPT-3 and ChatGPT have shown remarkable abilities to generate coherent natural language text. In this paper, we conduct a formative evaluation with DMs to establish the use cases of LLMs in D&D and tabletop gaming generally. We introduce CALYPSO, a system of LLM-powered interfaces that support DMs with information and inspiration specific to their own scenario. CALYPSO distills game context into bite-sized prose and helps brainstorm ideas without distracting the DM from the game. When given access to CALYPSO, DMs reported that it generated high-fidelity text suitable for direct presentation to players, and low-fidelity ideas that the DM could develop further while maintaining their creative agency. We see CALYPSO as exemplifying a paradigm of AI-augmented tools that provide synchronous creative assistance within established game worlds, and tabletop gaming more broadly.
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46

Wright, Jennifer Cole, Daniel E. Weissglass, and Vanessa Casey. "Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training." Journal of Humanistic Psychology 60, no. 1 (January 23, 2017): 99–129. http://dx.doi.org/10.1177/0022167816686263.

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This study investigates the use of imaginative role-play games to sponsor positive development in young adult moral reasoning. Twelve college students participated in six approximately 4-hour gaming sessions using a customized game system based on Dungeons & Dragons™ (D&D, 1974, 4th ed.). The games contained embedded social/moral dilemmas (e.g., whether to torture a prisoner for information) that participants encountered and had to work through as a group. Significant growth in moral development, as measured with the Defining Issues Test and the Self-Understanding Interview was demonstrated in the gaming groups, but was not replicated in two control groups, who did not participate in the gaming sessions. This suggests that imaginative role-play gaming structures can function as an engaging, interactive “moral training ground,” a medium that promotes moral development, and highlights the difference between antisocial and prosocial violence.
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Fine, Gary Alan. "Mobilizing Fun: Provisioning Resources in Leisure Worlds." Sociology of Sport Journal 6, no. 4 (December 1989): 319–34. http://dx.doi.org/10.1123/ssj.6.4.319.

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Despite the tendency to think of leisure activity in terms of personal preferences, leisure can also be understood in terms of the ability of organizations to provide resources for participants. Drawing on the resource mobilization approach to social movements, I outline a theoretical approach, labeled Provisioning Theory, which attempts to explain how leisure organizations use resources to attract and retain participants. Organizations must mobilize “fun” for members if they are to continue over time and the leisure activity is to increase in popularity. After describing how Provisioning Theory applies to a voluntary leisure subculture (mushroom collecting), I examine two special cases of the provisioning of resources: games that are “owned” or controlled by a corporation (Dungeons & Dragons) and voluntary sports activities organized with multiple levels of authority (Little League baseball).
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Brown, Bryan, Benjamin R. Doolittle, and Katherine A. Gielissen. "Medical Educator as Game Master: What Dungeons & Dragons Can Teach Us About Small Group Learning." Journal of Graduate Medical Education 15, no. 4 (August 1, 2023): 428–31. http://dx.doi.org/10.4300/jgme-d-22-00943.1.

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49

Padovani, Rafael, Lucas Ferreira, and Levi Lelis. "Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 214–20. http://dx.doi.org/10.1609/aiide.v13i1.12958.

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In this paper we introduce Bardo, a real-time intelligent system to automatically select the background music for tabletop role-playing games. Bardo uses an off-the-shelf speech recognition system to transform into text what the players say during a game session, and a supervised learning algorithm to classify the text into an emotion. Bardo then selects and plays as background music a song representing the classified emotion. We evaluate Bardo with a Dungeons and Dragons (D&D) campaign available on YouTube. Accuracy experiments show that a simple Naive Bayes classifier is able to obtain good prediction accuracy in our classification task. A user study in which people evaluated edited versions of the D&D videos suggests that Bardo's selections can be better than those used in the original videos of the campaign.
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Page, Cody. "Role-ing The Dice." Journal of Consent-Based Performance 3, no. 1 (May 16, 2024): 63–86. http://dx.doi.org/10.46787/jcbp.v3i1.3640.

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Tabletop roleplaying games are not new hobbies but have a distinct contemporary affiliation with pop culture. Many shows and podcasts feature popular TTRPG Dungeons and Dragons, among various additional games. These games have the powerful potential to examine identity, identity formation, and many personal issues through roleplaying potential. Collective storytelling and character development are cornerstones of this process. With this potential, it is important to realize the potential for negative experiences and tabletop spaces that could potentially cause more harm than good for players. This article examines the connections between TTRPGs and the intimacy process. Mainly exploring how intimacy tools such as the “button,” boundary practice, and consent-based world-building can significantly impact the game experience. As a result, I discuss how these processes additionally benefit the individual player. Ultimately, I argue that TTRPGs are strengthened through engagement with the intimacy process.
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