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It is a tendency of poststructural criticism to let the exception determine the rule: the
furthest deviations from the norm become the means for limiting that norm.1 My approach
to narrative is much the same. By looking at the exception, the most distant fringe, I can
better pinpoint the center. As I examine the D&D narrative, I hope that its nonstandard
narrative nature may provide insights for further study of narrative broadly. This foreword
opens my larger argument by first explaining the basics of D&D and then setting out the
parameters of my study.
Within the magic circle of D&D lies a complex network of interactions. Let me
briefly outline how the game works. For readers unfamiliar with D&D, first released in
1974, it is a game in which around 3-6 participants role-play characters who adventure
together in imaginary narratives. Players sit at a table and spend several consecutive hours
gaming. Groups meet regularly, and the narrative they co-create continues from one gaming
session to the next. Each player controls a single character, while the DM runs the fictional
world in which PCs encounter monsters, villains, and all manner of natural phenomena that
they must overcome in order to improve and survive. Although D&D contains many salient
qualities, to keep this introduction to it concise, I want to focus on its complex rules system,
One important element that sets D&D apart from less formalized role-playing games
is its complex rule system. D&D has three core rulebooks, The Player’s Handbook, The
Dungeon Master’s Guide, and The Monster Manual. These lengthy guides, in addition to a variety
of polyhedral dice, constitute the minimum materials needed for playing. What‟s more, an
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encyclopedic knowledge of D&D geography, history, and politics—provide ancillary rules
and content for adventuring worlds. These will often include complete adventure modules
The Player’s Handbook, however, explains the basics of the game. For example, it
shows how to make characters, which occurs by quantifying certain physical and magical
attributes that all characters possess. Six primary, randomly set abilities (strength, dexterity,
constitution, intelligence, wisdom, charisma) determine how other scores are calculated. So,
when figuring out the armor class (ability to defend against an attack), the armor‟s rating is
added to the character‟s dexterity score in order to take into account the character‟s ability to
dodge or parry an attack. Similarly, a low charisma score hurts attempts at diplomacy, which
are made by rolling dice and then by role-playing the outcomes of the dice rolls. The point
of mentioning these mechanics is to note that D&D is a complex system which builds
characters through their datasets. Manipulating these numbers in relation to the dice and the
DM explains the setting. Players talk about what their characters will do, or they may discuss
with each other what the best course of action will be. Some groups tend to work as a team,
allowing one member to speak for all of them, while others prefer to perform actions
individually. The characters eventually run into encounters, which usually involve either
meeting an NPC or engaging in combat. Combat is the main event during which gameplay
changes. Players roll initiative to determine turn order, and then they must wait for their turn
to act. Except for these instances, there is no set order for who plays when, although the
Another important element of D&D is its lore. The literary academic may be able to
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appreciate the vast tradition that the fantasy worlds of D&D have attained, which is not too
different from Arthuriana or other such mythologies. Numerous scholars have dug up the
roots of D&D in the Middle Earth world of Tolkien and the mysterious underworlds of
H.P. Lovecraft, but its progression beyond such predecessors is also notable. D&D has
advanced to the systemization of magic, the creation of hundreds more races, the evolution
from Middle Earth worlds to terrains bearing resemblance neither to the medieval
distortions found in much fantasy literature nor to the elves, orcs, and hobbits of Tolkien.
D&D‟s status as the most popular TRPG, according to Dancy‟s research, points toward the
intricacy that has come to characterize its lore: a game with numerous and dedicated fans is
going to produce a much greater and more complex discourse than less popular games. It
should not be dismissed as a minor cultural distraction, then, but examined as a sprawling
Before proceeding to the first chapter, I would like to note some topics that do not
fit the scope of this study. First, I am not dealing with computer role-playing games
(CRPGs). The academic interest in CRPGs has generated a mountain of scholarship that
would take too much space to survey here. While there are some connections between
TRPGs and CRPGs that might prove relevant, the differences introduced by computer
mediation decisively alter the core structures of the RPG. They are very much a different
subject in regards to the narrative elements that I study. Some scholars see a congruency
between the experience of CRPGs and TRPGs, but this view denies the complex and
narrative.2 As can be seen from the large number of groups still playing D&D in person,
detailed in Dancy‟s marketing research, a large gap remains between CRPGs and TRPGs.
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Second, I do not make claims about other TRPGs (e.g., Everquest). They have
elicited worthwhile criticism, some of which I apply to D&D, but although many of my
assertions may relate to TRPGs generally, they are intended for D&D specifically. Several
other TRPGs use systems comparable to D&D, but the mechanics can differ extensively,
and the lore is often quite dissimilar. Both my own experience playing D&D and D&D‟s
wide following and influence make it the best target for my study.
Third, I do not claim that this study advances sociological work on D&D. Fine has
done significant writing towards this end, as have Waskul and Lust. While I draw on these
critics, my experience playing D&D does not manifest itself into anything more than
Fourth, my use of the fourth edition, released in 2008, is, to my knowledge, singular
in scholarship of D&D. The differences between the third and fourth editions are key and
merit description as a change not only of mechanics but of purpose and intent of the D&D
narrative. One the most important critics I draw on, Cover, mentions the fourth edition, but
Finally, this study‟s goal is not to make claims that are connected to the larger project
hermeneutics that draw on those discursive tools. Notable among these is my overall intent
language. However, I am using these only as they apply to D&D, not with the purpose of
My purpose in this thesis, then, is framed in contrast to these areas that I do not
have space to explore. It may also be framed in direct opposition to CEO of Manifesto
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Games Costikyan‟s mistaken belief about TRPGs. He insists that “traditional tabletop
RPGs, while they often exhort players to roleplay and tell stories, don‟t generally provide a
structure to shape them” (10). Au contraire, the structure of TRPGs is a highly complex
system, and the goal of my thesis is to explain the shape of D&D‟s role-playing narrative.
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Chapter 1
“The daunting task that remains now is to show in detail how, in particular instances,
Life imitates art most clearly when life is art, when human experience displays the
qualities of literary art that are not exclusive to the construction of a material text, but may
exist in the patterns and forms that shape existence. Narrative is one of the most far-
reaching of these forms, and through this particular structure of reality, many social and
In the epigraph, Bruner opens an expanse for scholarship, one within which my
study of D&D narrative forms provides a case study, a “particular instance.” Narrative is
indeed the primary driving force of D&D, a point which this chapter will reiterate through a
variety of vantages. And the D&D narrative—even more than most traditional forms of
narrative, such as novels, poems, or films—is densely arranged around and structured by
human experience. Because of that, in D&D, life is art, rather than only an imitation of it.
My plan in this chapter is to lay out the ways in which D&D operates as a narrative.
This involves, first, a preliminary examination of the major topics of TRPG criticism as
expressed by the leading TRPG scholars. Within this discussion, I argue several points: that
D&D is both material and experiential, that it is a game and yet has strong narrative
tendencies, that it is structured by useful, but inadequate, systems of frames, and that it is a
narrative that does not conform to typical narrative terminological distinctions. Second,
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having navigated these initial issues and in order to find a mode of narrative analysis for
D&D‟s complex materiality and frame-structure, I classify D&D as a separate genre. This
understanding of the D&D narrative works better than other possible models, such as seeing
narrative form. Third, after considering the problems with traditional narrative formulations
that ensue from the application of narrative theory to D&D, I look at three recent
innovations in narrative theory that offer more versatile ways of analyzing the D&D
The result of these investigations indicates the need for new formulations of
narrative in order to keep up with D&D and other emerging narrative media. As culture
creates relatively new kinds of narrative such as D&D, students of narrative must
continuously be adapting their work to these new challenges. My considerations aim to shed
MAJOR TOPICS3
confronted with the problem of where to begin, for TRPGs have no “square one” but
merely intersecting layers of content and narrative, plus the points where those layers
suggests several important entry points into the discussion. By summarizing and
commenting on these foundational areas of discussion made by the three leading scholars of
TRPGs, I set up my own argument, which finds its locus of identification and departure
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Let me first overview the critics before proceeding to the major topics they discuss.
The groundbreaking scholar of TRPGs is sociologist Gary Alan Fine. Shared Fantasy: Role
Playing Games as Social Worlds, his 1983 qualitative study of D&D groups, although dated, has
established the predominant issues with which other scholars have engaged. In the wake of
Fine‟s establishment of the field of TRPG analysis lies the work of performance studies
researcher Daniel Mackay. His thoughtful commentary The Fantasy Role-Playing Game (2001)
addresses both social and narrative aspects of TRPGs, but it sees them in light of TRPGs as
drama. Refining Mackay‟s study is The Creation of Narrative in Tabletop Role-Playing Games
(2010) by rhetorical studies analyst Jennifer Grouling Cover. She directs the conversation
about TRPGs away from the theater in order to see how these interactive games produce
narrative studies theorist Ryan, video games student Neitzel, sociologists Waskul and Lust,
and CEO of Manifesto Games Costikyan—they only write about TRPGs on brief occasions
Furthermore, these three authors share one overlapping trait in their lineage: they all focus
on social dimensions as their default methodology.4 I do not. Yet Herman has warned that
social components of D&D and only think of strictly narrative ones. Social criticism
supplies needed background to my own arguments about the narrative workings of D&D.
Since my views derive from narrative studies, I critique these leading authors not for their
neglect of narrative, but for their demotion of narrative concerns in favor of social, ludic,
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Experience Over Materiality
The most important entry point into this discussion is the ways critics define
TRPGs. These definitions help make sense of the complicated layers of the TRPG text.
D&D may be a text in the broad sense of a semiotic system, but not in the narrow sense of a
single document.5 It is a cultural text, full of social and narrative signs, which are temporally
located at the moment of its collective creation. In their sociological examination of D&D,
Waskul and Lust usefully define D&D as “an ongoing coauthored narrative that players
fashion out of the enormous possibilities for dramatic imaginary actions, consequences, and
reactions that are mediated by probabilities determined by the roll of the dice” (343). As
opposed to traditional literature which has a single material text, in D&D the materiality is
only a portion of its narrative whole. D&D‟s text is compounded by the participation of
multiple players whose own choices become an integral part of the narrative.
So the question follows, “Which part of D&D is actually the core of the narrative?”
Mackay begins an answer by defining the TRPG through the relationship between its
The role-playing game exhibits a narrative, but this narrative does not exist until the
includes all the events that take place in-character, nonplayed character backstories,
and the preplayed world history. It never exists as a code independent of any and all
Problematic in this valuable definition is the ambivalence towards the material nature of the
that the TRPG narrative is a memory—and because of its social nature, a collective memory,
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even while individually experienced—implies that it is a different text than any method of
transcription, whether written or recorded with video. The value in looking at the TRPG as
a memory is that it takes into account the various perspectives that constitute that collective
memory, while a transcript typically provides no more than a single point of view. A
collective memory, though, taps into only a portion of the TRPG narrative. The TRPG
Cover goes on to be more definite than Mackay when she argues that the TRPG
narrative is not fully material, in the sense that a written transcription is not equivalent to the
TRPG narrative itself. She explains that the “oral text is the core of the genre” (55). The
TRPG narrative resides in the performance and in the memory of that performance. Neitzel
adds to this discussion by pointing out that the narrative cannot be transcribed until the
game has been played, thus confirming that D&D exists in experiential form before it exists
as a physical text (49). The D&D narrative is both material and immaterial, both a set of
Based on that conclusion, the complete D&D narrative cannot be “read,” only
experienced. Interestingly, Fine‟s methodological choices implicitly support this view of the
TRPG. When studying the gaming sessions, Fine participated instead of just observing.
This suggests both that detached objective analysis is limited in how much it can learn
the game, books written on adventuring sessions, videos of sessions, and analytic
descriptions such as this chapter all leave a gap in trying to convey the sense of the TRPG
that can only be known from a first-hand perspective. D&D‟s status as being foremost an
experience suggests that it works similarly to the way we experience narrative in our everyday
lives.
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An endless stream of critics, including narratologists, theorists, psychologists, and
semioticians, backs up this stance inadvertently by their arguments that the experience of
everyday life is mediated by narrative. For example, Genette notes that “every day we are
subjects of a narrative, if not heroes of a novel” (230). Barthes argues specifically that
narrative is culturally universal and transmedial (“An Introduction” 327). Bruner says plainly
that “we organize our experience and our memory happenings mainly in the form of
narrative” (4). Mackay interprets Lyotard‟s The Postmodern Condition as arguing that the role-
playing game is a model for everyday life (Mackay 152). Since D&D is arguably more similar
to everyday life, because of its immateriality, than it is to a single narrative text, experience is
The definitions above and their implications for the immateriality of TRPGs do not
touch on other important elements of D&D. Another definition, this one begun by Mackay
and refined by Cover, provides still more thorough criteria. The TRPG is “a type of
game/game system that involves collaboration between a small group of players and a
gamemaster through face-to-face social activity with the purpose of creating a narrative
experience” (Cover 168, italics removed). Cover‟s definition stresses that TRPGs are not
just unstructured role-playing, but that they work within organized systems,6 a quality which
D&D‟s complex narrative qualities, I argue, prevent it from being classified simply as
a game. The final phrase in Cover‟s definition above takes a strong stance on the narrativity
of TRPGs by laying out the purpose of D&D as narrative experience, not simply a game.
This topic is likely the largest and most contentious dispute about TRPGs. Mackay‟s view of
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the narrative/game debate, for example, is that the TRPG is primarily a game but has
narrative components. He most often refers to TRPGs as games, and typically uses the
word “narrative” for when he wants to emphasize a different frame of the game. Without
formalizing this argument, he foreshadows Cover‟s view and my own that there is an
the position that games are not narratives—including Aarseth, Juul, and Flynn—argue that
pro-narrative scholars commit the spatiodynamic fallacy, which equates the presence of an
explorable spatial world with the presence of a narrative (75). Eclipsing these indictments
with her own stance, Cover argues that such critics define narrative too specifically (74).
Even though the critics are correct in saying that a narrative is not created out of an
explorable world alone, just because PCs in a TRPG narrative have choices within a larger
world does not preclude their choices from being narrative, quite the contrary.
Costikyan attempts to engage this topic, but makes a crucial error in setting up an
either-or between games and narrative, calling narratives linear and games nonlinear (6). He
backs up this division by pointing towards the (seemingly) static nature of stories to follow
only one course, while games depend on their flexibility within rules 8 to give a nonlinear
range of options. The problem with this view is that stories, while often conforming to a set
formation, are not necessarily confined by such linear constraints. Costikyan goes on to
suggest that there may be a small area of possible overlap between these two extremes, but
fleshes out Caillois‟s landmark classification of games by connecting her two concepts of
narrative games and playable story to his of ludus and paidia, respectively. Ludus games are
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broadly delimited by their regulation and structure, while paidia are characterized by play
without systemization or rules (Caillois 29). In Ryan‟s joint conception, then, a narrative game
contains agreed-upon rules, ends with winning or losing, and is built upon a narrative
structure which is secondary to player agency. So, although a player can win in chess or
football, neither are narrative games because they lack clear stories. Examples of this category
include the video games Half-Life, Max Payne, and Grand Theft Auto. In contrast, a playable
story is not governed by totalizing rules, does not have a clear state of winning or losing, but
contains a narrative, the furthering of which overrides any game-goals (“From Narrative
Games to Playable Stories” 45-6). The Sims is Ryan‟s example of this category (47). Ryan is
not trying to create a typology of games here as Caillois was, but instead her purpose is to
provide two general poles toward which interactive narratives tend. This has implications
for D&D.
I argue that D&D‟s placement may rest on either end of Ryan‟s spectrum. Ryan,
however, is clear in her opinion that TRPGs—and she explicitly mentions D&D—fall in the
category of playable stories (“From Narrative Games to Playable Stories” 47). And yet, D&D
is not so simply identified. Like a narrative game D&D has numerous rules. Likewise,
winning may occur in D&D, but more from a paidia standpoint than from a ludus one.
Indeed, Fine aids in this point when he does not dismiss the possibility of winning, but
qualifies that “fantasy gaming does not have winning as a clearly defined goal” (185).
Although it has no explanation, as do many games, of “how to win,” D&D can reach certain
states for which the best explanation is win or loss. For example, if all of the characters are
killed in one battle, there is certainly an affective sense of losing, coupled by a major turning
point (if not ending point) of that particular narrative. On the flip side, having achieved level
thirty, the highest level, essentially allows the characters to win. The Player’s Handbook says it
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this way: “Upon completing your Destiny Quest [level thirty], your adventuring career—and
your life as a normal mortal being—effectively ends. . . your character‟s story has ended. He
lives on in legend, but he no longer takes part in mortal events. Instead, it‟s time to create a
new group of adventurers and begin a new story” (172). Although the language of win/loss
is not used here, there is a definite tone and implication of winning. I conclude from this
mix of evidence that D&D does not occupy a static position in the game-narrative debate,
neither in its historical genealogy, which has been influenced by both war games and fantasy
narratives,9 nor in its specific manifestations in different groups. Some groups may play
D&D in order to “win,” while others, quite possibly the majority of players, may play for the
sake of the narrative. So in charting D&D‟s narrative features, although I see clear narrative
qualities in D&D, I remain aware of its mercurial position on the spectrum between narrative
Cover reaches a helpful finding for making sense of this slippery status of TRPGs
when, conceding that TRPGs are not always completely narrative, she stumbles upon the
useful notion of narrativity. This gradated rubric indicates degrees of how much narrative
exists at a particular moment (94). But these particular moments are also difficult to pin
down. Cover‟s medial position between the either/or of game/narrative leads her to argue
that different amounts of narrativity are realized through the specific emphases found in
different frames of gameplay, which I discuss below. By taking an approach that is more
sensitive to the true flux and dynamic modulation of TRPG gameplay, Cover provides some
closure about the game/narrative debate, since she is able to show that narrative elements
are certainly present within the TRPG without making the blanket statement that all parts of
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Frame Systems
This move brings us to Cover‟s threefold frame structure of the TRPG. Her frame
system grows from those proposed by Fine and Mackay. Because frames are the main mode
for understanding all the factors that contribute to the D&D narrative, let me discuss each
conception of frames in turn: first Fine, next Mackay, and then Cover.
situational definition constructed in accord with organizing principles that govern both the
events themselves and participants‟ experiences of these events” (181-2). This definition
echoes how the TRPG narrative is constructed from both a string of events and the
characters‟ experience of those events.10 Fine therefore sees frames more as “frames of
mind” that lead to various roles which develop as players adapt to different content. His
classification of frames includes the real world, the game context, and the character identity.
Not exclusive or comprehensive for him, these frames merely suggest different psychological
performative nature of speech and thought. He adds to Fine‟s work, however, by proposing
four frames: drama, script, theater, and performance (60). He sees them in concentric
relationships, the innermost of performance being contained within theater, theater within
script, and so on. For Mackay, frames structure the use of language and therefore PC
performative analysis, Mackay calls each narrative a performance and recalls J. L. Austin‟s
concept of performative language (50). Performative language “occurs when a player‟s first-
person, in-character utterance, coincides with the enunciation” (Mackay 55). In other words,
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at the moment that a player speaks as his or her character, language becomes action since the
player is then enacting the role of character. But something else occurs too. The player
seems to become his or her character. Identity takes on complexity as we cannot distinguish
the difference between player speech-acts and character speech-acts, giving unity to the two
parts of the term PC. Indeed, as Mackay reminds us, PCs flicker effortlessly and rapidly
from one frame to the next, and so from one mode of identity to the next (55). As a quick
example, imagine a chaotic D&D battle sequence. While role-playing his character, Etan,
Chad will both speak as Etan, “Die foul beasts!” and as himself, “My dice are amazing
tonight!” in quick succession. But this oscillation of identity is not necessarily a problem.
“The character comes to life in moments of alterity, when the player experiences the
sensation of being another” (86). He then goes on to affirm Merleau-Pony‟s view, which
argues that when speaking, the speaker‟s speech and thoughts are one.
Yet this stance must be false, if only partially, since we have all had moments when
we have said something and then retracted it, like Eliot‟s Prufrock, saying, “That is not what
I meant at all.” The player is always more than the character, in thoughts and actions, even
while performing. While identity does seem to overlap between incongruous subjectivities
like players and characters, they cannot be equated in any totalizing way. The nature of
character identity in TRPGs, then, sheds light on the structure of frames. Frames in general
should not be regarded as spaces to move into and out of but instead as ways of classifying
Cover, however, sticks with frame analysis and finds some helpful insights with it,
employing a lucid, but modified, version. She collapses Mackay‟s last two frames into one,
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since they are both ultimately part of the narrative (89). Her three frames are social, game,
and narrative. The social frame has the least amount of narrativity. It is where off-record
speech and narrative-planning speech occur (96). The game frame contains more narrativity.
Here the players make dice rolls or intentional statements about what their characters will
do. This frame functions primarily in relation to the rules of the game (99). Appropriately,
the most narrativity occurs in the narrative frame, which “differs from the game frame
because it involves the actual construction of the textual world” (101). Both in-character
Berlatsky has recently noted the problematic usage of frames and their tendency to
elide the reality of what they claim to structure. He suggests borrowing the term “gutter”
from comics studies. That space between frames where meaning-making occurs, the gutter,
can then be used to more precisely reflect the reality of the situation (163). I discuss in my
next chapter how the movement among frames—or along gutters—is typical and integral to
the D&D narrative. Frames, gutters, and their implications for identity among participants
in TRPGs broadly, and in D&D specifically, are useful strategies for providing a complete
Because my own focus is on the narrative and not the social milieu, I only
peripherally incorporate frames, using Cover‟s model, when their effect on the narrative
itself becomes relevant. So instead of conjuring up a new set of frames for the TRPG, or
instead of looking at ways of classifying narrative actions and speech-actions, I look at both
the unique characteristics of D&D and the structures that perpetuate its narrative.
One last relevant topic taken up by these TRPG theorists is the meaning of basic
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narratological terms, such as “author,” “narrator,” and “reader,” when speaking of the
TRPG narrative. None of the critics takes a definite stance on this issue, suggesting instead
more often in the role of the author, and the role-player more frequently assumes the role of
the reader” (134). But these positions are by no means always the case.
Cover addresses this issue by pointing to Hammer‟s 2007 division of three levels of
authorship for TRPGs. In it, primary authors control the system, rules, and world.
Secondary authors form the story itself. Tertiary authors produce the text that makes up the
story. But with this typology, it still depends on who is doing what to decide which level of
Generally, the game designer is the primary author, the gamemaster the secondary author,
and the players the tertiary authors. Even so, as Cover notes, these roles are rarely stable
(126-7). Moreover, while these new designations provide more nuanced terms of
Divided and shifting authorship occurs quite often. There will be cases in most
TRPG narratives when a player helps form the story by explaining her character‟s
background, when the gamemaster creates her own world, or when a gamemaster speaks
part of the text of the story itself. No single role narrates. Players may narrate, if the
gamemaster allows them that degree of performative language, and gamemasters often
narrate, but even the game designer can narrate, as when the gamemaster is only a puppet
narrator when she reads from the module‟s script. Neitzel offers another solution by
suggesting that anyone who acts in the authorial role should be dubbed the implied author
(61). Even that solution, though, does not adequately explain the reality of who narrates and
who “reads.” The best generalization about the roles of author, narrator, and reader in
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TRPGs, then, is that they are not stable, but constantly being displaced from one player to
the next. Furthermore, traditional narratological terms seem unequal to the task of D&D
narrative analysis.
D&D AS GENRE
Surveying the major topics of TRPG criticism has left us with more questions than
answers. Some of these problems find better solutions through new narrative
conceptualizations as I begin to think about the principal parts of the D&D narrative. A
have shown, D&D is not a single text. So what is the object of my study?
look either to the study of narrative broadly or to the study of particular forms of narratives.
Theorists of narrative in general (e.g., Genette [1980], Prince [1982], and Ricoeur [1983])
attempt to structure texts so large that neither induction or deduction allows for
comprehensive study.11 On the other hand, theorists who look at a particular form of
narrative such as the novel (e.g., Lukács [1971], Fowler [1977], and Bakhtin [1981]) find the
works they study bound within a closed system. Although they have numerous sources to
draw on—both regular exemplars and deviant exceptions—and although induction seems a
more plausible approach, this method also encounters pitfalls in applying to D&D. The
D&D text has the immaterial quality of experience not simply as an offshoot of it but as an
intrinsic part of it.12 Clearly, the D&D narrative arises out of the rulebooks, campaign
settings, supplements, dice, combat grids, players, fantasy sources, and even the transcripts
of gameplay, but should I choose to study just one of these—say, the transcripts—or should
I focus instead just on player experience? Neither of those options will model a complete
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textual analysis of the D&D narrative. Consequently, I resort to another method to collect
Genres are notoriously difficult to demarcate, as Vera Nünning has been careful to
point out. She explains, “It is controversial, for example, whether genres can be determined
on the basis of the features of a given body of texts which belong to a particular genre
(which, however, would first of all have to be established) or whether we should base our
explication on the concept of „ideal types‟” (231). It is a paradox of the platonic chicken and
the egg, where there is no single origin of a genre, but genres seem to form once there is a
body of texts large enough to attract notice. Those texts, however, do not all necessarily
share certain immutable properties. Instead, they congregate around a few similar features.
In no way exclusive to one genre, those features overlap with each other, creating a fuzzy
qualities, which stylistically identify a work in a particular genre, from relational qualities, which
historically categorize a work into a particular period and cultural context (233). Textual and
relational qualities may sometimes be at odds, which adds further discrepancy for texts which
fit the style of a genre but not the historical span of that genre (e.g., Tristram Shandy as a
for most people on an intuitive level, delimiting the genre analytically is not nearly so simple.
Genres and Modes notes that genres do not exist so much for classification purposes as for the
38). Since there is no single author or reader of the D&D narrative, it is even more
important to see genre as the device which encapsulates both of these text-creation roles and
presents them in a single unit. By turning my focus from a particular text to the corporate
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author-reader structure (despite the difficulties with it) that recurs throughout instances of
D&D‟s genre, I can narrow down the parameters of this discussion and not get bogged
down in the specific-universal transitions that a genre debate might broach. This creates
methodological ease since it allows me to think of the diverse constellation of D&D texts as
Genres are useful classification tools because they have both structuring power and
identity-creation power. This quality allows for inclusion of D&D‟s material and immaterial
[W]hen individuals try to make sense of their personal experience[,] they tend to
order it along the lines of literary genres or other text types. Genres themselves can
provide the necessary salient frames, scripts, and schemata for narrating coherent
selves and building worlds. . . . Genre conventions thus exert a forming influence on
life stories, which are embedded in the culturally available plots and values of the
provide a foundation for our sense of identity, while at the same time making us
members of the community that generated the cultural models in the first place. (13)
The emphases by Fine, Mackay, and Cover on the social dimension combined with my own
emphasis on the narrative dimension of the TRPG find a snug parallel with the features of
genre that the Nünnings provide. They point out the importance of a genre to house both
identity-creation elements and the structures of specific narrative models. Creating the
world of the narrative (frames and scripts), constructing the identity of the PCs, and
influencing the contexts which surround the narrative—these are the realms of genre
21
construction. By locking onto these features of genre, the narrative structure of D&D
displays qualities that go beyond the purview of frames; it also contains literary periodization,
social-relationship creation, collective narrative creation, and the almost solipsistic level of
personal experience.
The D&D narrative, therefore, is better termed the D&D genre. All D&D game
sequences fall within this genre. An even larger genre could be labeled the TRPG, but
getting this broad entails a loss of shared attributes, since many TRPGs have nothing in
common except their face-to-face narrative creation. In contrast to many other TRPGs,
D&D fits into the style of the fantasy genre, dealing with surface-level attributes such as
other genres, depending on the specific way a group chooses to play it (e.g., a western-
themed adventure). Changing the theoretical parameters of the study of the D&D narrative
to consider it a genre of its own will help account for all the relevant narrative factors.
approach. As such, it is necessary to take a brief look at the recent history of the study of
narrative in order to situate three new approaches to narrative that better fit the D&D genre
Although plenty of narrative study went on before Genette, he is the landmark figure
for the narrative approaches I want to discuss. Genette‟s major principles provide a foil for
the narrative scholars who have critiqued and succeeded him. One should not dismiss him
as obsolete, though, since his work has been foundational for the departures that recent
critics have taken, and narrative studies owes him a great debt. In the journal Narrative, Pier
22
has recently pointed out the continuing relevance of Genette‟s work to the new
Genette‟s works Narrative Discourse and Narrative Discourse Revisited is their ability to bridge the
specific, his interpretation of Proust, and the universal, his narrative systemization.
Genette‟s broad narrative divisions (order, duration, frequency, mood, and voice) are all
attempts to pinpoint and classify every line in a narrative. Making sense of these narrative
qualities involves complex configurations of the text in relation to reality. Narrative time, for
exclusively structuralist interpretation of the D&D narrative through Genette and other
structuralist narratologists, such an attempt is misguided because, in the first place, of the
D&D narrative being much different in structure from the novel-centric model Genette
develops, and because, in the second place, of the poststructuralist critique of structuralist
Springing from the shortcomings of narratology, a move over the last fifteen years to
revive narrative theory has brought about a number of useful and yet problematic effects.
After the death throes of narratology in the late 1980s, the time when some of the most
detailed narrative analysis was produced by Genette and Ricoeur, the study of narrative was
despite such common characterizations) has been abandoned (35). The poststructural
critique of narratology left the movement methodologically stymied. For example, as early
as 1973 Barthes argued that the critic himself uses language when judging language and is
23
Furthermore, poststructuralism‟s dethronement of totalizing systems also spelled out an end
At the same time as all of this, fictional narrative began to give birth to new hybrids
and grotesques: for example, one the one hand, theoretical fiction, a genre that is a
simultaneous and “mutual contamination” of fiction and criticism, and on the other hand,
historicist-style responses, which have in part determined the course of current narrative
studies. The first of these is the creation of what Currie calls “a thoroughly self-conscious
critique (57). The second is the rejection of deconstruction altogether and the decision to
move on with traditionally formalist studies. The third is the backgrounding of the problems
of deconstruction by focusing on what are perceived as more relevant issues of politics and
history (57).
Narratologies has a somewhat different take than Currie‟s analysis. He agrees that pluralism
has taken over the study of narrative, since “narratology has in fact ramified into narratologies”
(1, emphasis his). He is careful, however, not to confuse “postclassical narratology” with
“poststructuralist theories of narrative” (2), which equates to Currie‟s first new historicist-
postclassical narratologies neither excludes particular approaches based on tradition nor has
a set creed. Although it has tendencies toward a number of different crossing and emerging
fields,14 even mutually incompatible theories are included. Currie does, in fact, later concede
that “narratology is a common resource, a finite set of terms and concepts which can be
24
deployed by critics with very different interests. . . . not a critical school and not a branch of
studies.
The expansion of narrative theory into different fields has primarily occurred
through scholarship over the last twenty years, only a few works of which I have space to
Analyzing Natural-Language Narratives” opens the door of narrative studies into this
cognitive and analytic-philosophical approaches. But looking back, I notice that the study of
narrative has never been limited to literary studies. Just two examples include White‟s
seminal essay “The Value of Narrativity in the Representation of Reality” and Bruner‟s “The
perspectives from diverse disciplines seem to have been increasingly accepted with open
arms by narrative scholars. Few, however, have sought to question any problems arising
One difficulty in trying to synthesize definitions of even the most basic narrative
terms is that definitions are not universal across the inclusive, but heterogeneous, field of
narrative studies. Each different academic perspective supplies its own explanation of
narrative, plot, character, authorship, and point of view. Even the Routledge Encyclopedia of
Narrative Theory cannot provide an authoritative definition of narrative.15 Take the various
derivatives of narrative and observe the differences in definitions over the last twenty-five
years.
Genette defines narrating as “the act that consists precisely of introduction into one
25
situation, by means of discourse, the knowledge of another situation” (234), emphasizing
both the dimension of the subject and of a connection among situations. Barthes calls
narrative “a logic of actions and a „syntax‟ of characters,” narrowing the focus to the linguistic
reduction of stories to symbols (242). Stressing social properties, Ryan defines narrativity as
a conflict, and aiming at its resolution” (“From Narrative Games” 43). This definition
differs with Prince‟s, which abstractly informs us that narrativity “designates the set of
optional features that make narratives more prototypically narrative-like, more immediately
terminological differences by pointing out how “it is misguided to attempt to locate the
property of „being a narrative‟ in a particular aspect of verbal structure—that is, the „narrative
These problems in terminology lead to several consequences. The shift away from a
“single” structuralist narratology and towards a multiplicity of approaches has left in its
narrative studies scholars use and, subsequently, a number of failed ventures in narrative
understanding and (yes, still) systemization. But not all such ventures have leapt off
university presses never to see a second edition. Indeed, several narrative scholars have
innovated approaches that are seeing and ought to see even more critical extension.
Keeping the overlapping definitions of narrative and its derivatives in mind, I want
to look at three original narrative theories from Alber et al., Morson, and Altman, all of
whose inventions give better entry points into the D&D narrative than more traditional
perspectives do. As I examine the merits of these, I show how their innovations provide
26
new patterns and tools by which the D&D narrative may be examined.
Unnatural Narratives
Jan Alber, Stefan Iversen, Henrik Skov Nielsen, and Brian Richardson collectively
situate the need for nontraditional understandings of narrative for D&D in their recent
argument against the assumption of mimesis in all narratives. They claim, “we lose sight of
the specific features and forms of narratives when we take natural narratives as models for
all narratives” (115). Natural narratives assume a realism that corresponds between the
fictional ontology and the real one, but this view, received from Plato, is not necessarily the
case with all narratives. Alber et al. note three aspects of narrative that may change in
unnatural narratives: storyworlds, minds, and acts of narration. Time and space,
consciousness, and the presupposition of the narrative act itself are all displaced and
Time and space are forcefully altered from natural narrative expectations in the
D&D narrative. Discussing McHale‟s thesis in chapter 2, I go into more depth about the
unnatural storyworlds of Alber et al., places that cannot be imagined in the same terms as
our own world. The fantasy tradition in general has an affinity for this kind of narrative
space, but D&D‟s narrative structure takes the impossible spaces even further through
multiple planes, portals, and extra-dimensional spaces. Two examples of these world
structures are the Mary-Poppins-like “bag of holding” and a spell called Time Stop.
Impossible does not mean unimaginable; it only means the failure of the mimetic
understanding of story. In unnatural narratives, space and time break the narrative property
that Bruner calls referentiality, which is essentially the verisimilitude of mimesis (13).
27
D&D also reframes typical notions of the mind. We tend to understand others by
surmising how their minds work on the basis of our knowledge of our own (Alber et al.
120). The reader of narrative is constantly having to construct real minds from only partial
evidence, by jumping explanatory gaps (121). That kind of extrapolation can be disrupted,
“Unnatural” disruptions like these are prevalent in D&D, mainly through the entities
represented by PCs and NPCs. Considering the PC again, it is both the person playing and
her character persona. When that character changes, the PC partially changes, but not
totally. The actant is faced with something akin to a person with multiple personalities
disorder, being at once the same and yet hauntingly different. The partial minds of NPCs,
minions, monsters, and evil villains played by the DM also all suggest incomplete
consciousnesses. Alber et al. affirm that “unnatural minds force the reader to construct
consciousnesses that defy the continued-consciousness-frame” (124). The reader must think
quantification of intelligence in the D&D engine shows that players may create entities
which are not fully human. For example, a score of two in intelligence is reserved for the
lowest forms of life, such as dangerous fungi or golem-like automatons. Creatures become
more sentient as they near a score of ten, and once they get into the twenties, they boast
diametrically opposed to the minds we encounter in everyday life, are generated through
ability scores and then role-played by the players. D&D has diverse applications of
Finally, the very positionality of narrator and narratee is nontraditional in the act of
28
D&D‟s unnatural narration. Retrospection is eliminated since the story is told in the present
tense.17 There is no future narrator explaining what happened. Some scenes may be
narrated in the past tense by the DM, after the players have given their actions, but that act is
more summary or re-narration than full narration. Alber et al. argue that there may not even
be a narrator and narratee in some unnatural narratives (124). This is not the case in D&D,
which has a definite sense of being told and being heard, even if these narrative roles are
traditional schemata based in mimesis can only take this analysis so far in understanding the
D&D narrative. Indeed, from the research I have done on D&D specifically, none of the
critics have correctly acknowledged the status of D&D as an unnatural narrative, even
though some seem to have implicitly realized the need for innovative structures and systems.
Towards that end, I want to look at the other two innovative narrative approaches that offer
helpful unnatural narrative perspectives on poetics, discussed first, and then on narrative
systems.
Tempics
unity in narratives by arguing that contingency and open-endedness create narratives that are
“irreducible to systematic unity” (“Essential Narrative” 278). The exemplars for Morson‟s
idea are Tolstoy‟s works, which often extend so long as to break any literary unity. 19
Tempics is based on “not only what did happen but also what else might have happened,”
positing an indeterminacy for how the narrative will progress. This often arises out of longer
29
works, or works that otherwise bypass or hyperextend typical narrative arcs (279, italics his).
Morson‟s theory flies in the face of structural narratologists and fiction authors, such as
Barthes or E. M. Forster, who argue that every detail is essential to the narrative. Tempics
accounts for epiphenomenal details (280). Morson realizes that while Aristotelian poetics
may be a good method for interpreting classical masterpieces that can attain such heights of
unity, neither life itself nor many of these “processual” works of literature fall into that
mode, and so they need alternative methods for understanding them (282).
of tempics, several of which find direct correlations in D&D. First, the work must contain a
processual intentionality, that is, a future which is not completely determined by the past.
Instead, the future “may revise the past,” not literally but as the way the narrative unfolds
changes how the past is perceived in retrospection (307). A current example is the tendency
of television shows to revise the plot they have planned based on feedback from viewers, so
that previous episodes that were intended to lead the plot in one direction can actually lead it
in another, depending on how the later episodes turn out. Next is a lack of closure.
comforting dénouements. They “necessarily contain loose ends” (307-8). They also tend to
be serialized so that revisions must be incremental, being done section by section. This
ensures that early parts are not revised in light of what happens much later. Likewise, the
endpoint cannot be plotted out for certain from the beginning. This is the case with many
of Dostoevsky‟s novels, as can been seen by looking at his notes (289). Furthermore, these
works resist re-reading, because the processual contingency of the writing must parallel the
30
TRPGs are so stark that it is surprising Morson makes no references to TRPGs. Because
D&D and other TRPGs do not have a fixed physical text, they are open to much of the
potential and indeterminacy that exists in processual works. D&D is also a game that
produces a narrative that often lacks closure. Game sessions rarely end “happily ever after,”
and sometimes are forced by outside, social-frame forces to stop in the middle of a battle or
an engrossing diplomatic situation. In the six years that I have played D&D, no group of
characters has ever made it to the highest level, although some adventures did reach
completion. But even then, players wanted their characters to move on in the continuous
need for more unconcluded narrative. Chance qualities of D&D, too, suggest contingency.
In writing about cheating in D&D, Fine relevantly observes that dice rolls “provide a
backdrop of chance that can be altered when necessary,” implying that there is an
serialization finds a parallel as another way of explaining the different D&D gaming sessions.
The parallel is almost a perfect match in the temporal gaps between sessions (as between
parts of a serialized novel), and more importantly, in the unknown future for all participants
that creates anticipation for the next installment. DMs typically only plan a little ways ahead
because they never know what PCs will do. Finally, D&D resists re-reading to the extreme
in that, as has been explained already, no one can truly re-read a D&D narrative, but only
experience it as it unfolds.
nontraditional reading of the D&D narrative. Morson‟s theory more closely matches the
ways that I have discussed D&D as different from literature—namely, as a collective social
creation, rather than on a unified narrative plan. By this point, my discussion has
31
overviewed several ways that the D&D narrative may be conceptualized, ways necessarily
different from traditional narrative interpretation. I now turn toward one more schematic
that explains the perspectives through which the D&D narrative progresses.
Multiple-focus Narration
The third narrative innovation comes from Altman‟s A Theory of Narrative. There,
typology gives a useful schema for mapping the D&D narrative ontologically through
following. In contradistinction from point of view, following is the character or group on which
the narrative focuses (16). Whether the narrative takes place in first or third point of view
and whether the narrator is omniscient, focalizing, or in a certain voice is largely irrelevant in
determining following. Instead, following is more akin to ideas of protagonist or main character,
which determine whom the narrative is about. The span of time in which a following occurs
constitutes a following-unit (22). Similar following-units occurring over the course of a text
constitute a following-pattern (26). These following-patterns break into three groups. Single-focus
narration centers around just one following-pattern, usually the time spent on a protagonist.
Dual-focus narration oscillates between two actants, whether single characters or groups.
Multiple-focus narration does not exclusively focus on any one or two groups for the
entirety of the narration. Altman is careful not to be too exclusive, noting in the concluding
chapter that most narratives will actually contain traces of all three styles, even while favoring
one (318).
Altman reads characteristic themes and conventions into each of these categories,
32
but it is their structure that I want to borrow and less the literary tradition that he sees in
each. The multiple-focus following-pattern fits D&D best, since there is no primary character
subjectivity of each participant in the D&D game. The role of the DM is crucial, however,
single-focus and dual-focus authors are usually presented as creators, the multiple-focus
author is often styled as the editor of preexisting material. An art of juxtaposition rather
than invention, multiple-focus narration does not need to create the materials from which it
is built” (252). In other words, the story comes into being by meshing the characters‟ own
stories. Collective narrative arises from joint interaction of the major characters. The DM,
while laying out the story, at her best does not invent a story, but weaves a story from the
plot strings that PCs bring to the table. Clearly, there is a range of styles here, some DMs
leaning more towards a narration led by their own invention and others relying almost totally
on PC background stories and scripts. The point here is that no one character dominates
the storyline. Neither is there a movement between two groups. Instead, following passes
from character to character, from player to player, best demonstrated in battle sequences,
during which there is a progression of turns created through initiative rolls. This turn-based
system includes not only PCs but NPCs as well, ensuring that D&D narration is continually
varied and never rests on a static following. Multiple-focus narration is the best way to
understand action in a D&D narrative, and it makes the most sense for my inquiry.
What this chapter‟s review of both TRPG and narrative research provides to
chapters 2 and 3 is a framework and context for understanding more specific aspects of
33
D&D. Let me summarize the findings of chapter 1. The relevance of explaining where
D&D falls in certain debated topics arising from the criticism founded on Fine‟s and
Mackay‟s scholarship situates my own views of D&D‟s status as more narrative than game.
A study of D&D which fully considers its social and narrative realities additionally requires
that D&D be more than just a transcript or video recording; it is also a set of experiences.
Seeing experience within the structure of genre can delimit both the ineffable nature of those
experiences and their manifestation in social and textual frames. D&D is a unique form of
Also, the toolkit of innovations in narrative theory, coming out of the tradition from
Genette to Herman, provides new theoretical apparatuses for looking at the complex nature
of the D&D narrative. Indeed, I am anxious to avoid one-person concepts like “narrator”
and “narratee” which, though often applied to D&D, do not actually fit its collectively
created and told narrative. In place of these inadequate forms and designations, I insert into
the broad understanding of unnatural narratives both tempics, which sees the narrative as a
process of creation, and the tool of multiple-focus narration, which can be used to track the
plot in the case of a narrative without a protagonist. Using the narrative structures I have
outlined, I can now proceed into a more detailed study of D&D‟s operations.
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Chapter 2
Branding D&D with the label “narrative” raises more questions than it answers.
Although my first chapter did not by any means propose a complete narrative analysis of the
structures of D&D, it did aim to give enough grounding and form that I can now defend its
placement not merely in the field of narratives, but in the specifically postmodern mode of
Among the schemata proposed by literary critics over the last forty years that have
attempted to account for and describe postmodernist literature vis-à-vis modernist literature,
Although there have been numerous attempts to explain and characterize the modern-
postmodern divide, I find McHale‟s approach to be the best. Ihab Hassan‟s landmark lists
others20 all find themselves subordinated, from a literary standpoint, by the broader context
issuing from the interpretive questions the text itself raises. By asking what are the most
important ideas within a work of fiction, I can isolate not only the themes, structures, and
meanings of that text, but, more broadly, the dominant around which the text is oriented.
dominant postmodernist fiction. This approach, rather than the frame-based approach of
Fine, Mackay, and Cover, is a better method for plotting the specific structures of the D&D
35
narrative, since it avoids a totalizing system akin to structuralist universalizing. 21 While
giving evidence that D&D foregrounds ontology, I discuss the specific narrative tropes
manifestations of the ontological narrative tropes from McHale‟s study, I show how D&D
tends to exemplify these tropes even more than the examples McHale gives. This
epitomizing nature of D&D is due to its complex social and narrative structure. Also,
although D&D is disposed toward the ontological over the epistemological, this attribution
is by no means an exclusive hierarchy of the former over the latter. On the contrary, both
descriptors find numerous valid applications within the D&D narrative. With McHale, I use
the term “foregrounds” to qualify this dual emphasis without meaning exclusion.
To start out, I chart the criticism McHale‟s thesis has generated. Then I enumerate
and expound on the ontological structures that fit the D&D narrative. This part of the
chapter opens with a look at worlds in D&D, and how their creation and form match the
identities that violate boundaries and complicate positions that are traditionally separate.
After that, I move to a more abstract look at time, scripts, pastiche, chance, and social affect
in the construction of the D&D narrative. These structures all further D&D‟s focus on
creating rather than learning, on being rather than knowing. I close the chapter by turning
back and seeing how the metacritical aspects of D&D actually emphasize the same focus on
36
CRITICISM OF MCHALE
Fiction 5). Based on this premise, ontology follows epistemology as the emerging cultural
dominant of our time. By dominant, McHale means what linguist Roman Jakobson calls
“the focusing component of a work of art: it rules, determines, and transforms the remaining
components” (qtd. in McHale 6). The dominant is revealed by both the questions
interpreters ask about the text and the questions which the text itself seems to broach. The
epistemological questions that dominate modernist works deal with interpretation, limits and
access to knowledge, certainty, and the way knowledge changes forms (McHale 9). But
postmodernism rewrote the questions people asked. In the era following World War II that
carried with it a culture reacting against the horrors and epistemological aporias brought by
Nazism, a new set emerged: questions about the existence of different worlds, the
overlapping and limits of space, textual existence, stability of identity, and world structures
(10). These ontological questions are the result of epistemological ones being stretched too
far. McHale puts it this way: “Intractable epistemological uncertainty becomes at a certain
point ontological plurality or instability: push epistemological questions far enough and they
„tip over‟ into ontological questions” (11). Since postmodernism is in a large part a
consequence, so too must the key questions and themes that structure postmodernist texts
Because a thesis like McHale‟s is, practically, impossible to prove, he abandons any
kind of generalizing argument in favor of quite a few inductive close readings. His
Postmodernist Fiction and Constructing Postmodernism are filled to the brim with explicated novels
and short stories that support his overarching point. One concession that McHale makes
along this litany is to agree that not all texts clearly foreground epistemology or ontology, but
37
that a range of works lie in between. He labels these works “limit-modernist” (13). He
further qualifies his thesis throughout his books by saying that ontologically-dominant texts
will of course also raise epistemological issues and vice versa—but the point is that one is
more common and more emphasized, while the other is less common and less emphasized.
In fact, it would be odd if the work of postmodernism did not contain remnants of
As a result of causing quite a stir in literary communities, McHale‟s thesis has had its
critics for two decades and counting. And although it is reviewed most satisfactorily early on
in Ernst van Alphen‟s study of postmodern theories of the late 1980s (823), the highly
acclaimed Hutcheon only manages to pull off a slight critique of Constructing Postmodernism.
She is half-heartedly critical. Her differences with McHale‟s work are in his “irreverent”
tone (170) and choice of texts to study (171). Otherwise, Hutcheon‟s review is generally
epistemological” (71). If Currie is correct, then it seems that Hutcheon‟s genre argument of
not as though philosophical concerns were one thing and generic concerns were another.
Anytime we make divisions between different genres, as Derrida has noted in “Law of
Genre,” what we are essentially doing is making divisions themselves, irrespective of the
genres that we divide (61). Such a project certainly has the appearance of an examination of
38
knowledge. But it is really an examination of being disguised as an examination of
knowledge, so it is easy to forgive Currie for posing one in the terms of another. When we
say something about genres, as Hutcheon does in her argument that postmodernist fiction is
actually historiographic metafiction, we are not actually saying anything about what we know
but about what we perceive being to be—that is, what literature is—and via Derrida‟s
connection of genre to philosophy, something about who we are in our tendency to classify
and categorize. Far from an inquiry into our epistemology, Hutcheon‟s argument is best
A sharp criticism to McHale comes from his now-colleague Herman, whose 1991
that the division between epistemology and ontology is itself a modern construction.
what it purports to diagnose” (57). However, I see two reasonable responses to this critique.
One, the change from modernism to postmodernism may entail changes in the way humans
perceive and catalog information and even think about it, but the change itself does not
erase the world and the divisions that exist a priori within it. If McHale is using a modern
conception to demarcate this shift, then his point is not invalidated simply because of the
39
only that this kind of fiction foregrounds worlds (ontology) in its subject matter, but the very
forms of these post-deconstructive texts “arise out of a tension between the real world and
the fictional text” (50). Nevertheless, Punday goes on to take McHale to task for not
showing the full picture of postmodernist fiction‟s focus on worlds. In attempting to show a
postmodernist fiction to merely “thematic” (52). On the contrary, McHale‟s thematic focus
on world-making only touches the surface of the structural depth that ontology reaches in
postmodernist fiction. His distinction is not that postmodern authors enjoy putting in
questions that deal with existence more often than questions of knowledge. Instead, the
plot, characters, themes, settings, and genre (as we shall see with science fiction and fantasy)
arise from a key cultural shift that relies more on the problems of being than those of
knowing.
The primary complaint I had while reading McHale‟s work was his tendency to
reduce the terms epistemology and ontology, sometimes using them as synonyms for
“knowledge” and “existence,” while in fact they carry with them the corpus of western
metaphysics. The best recourse to this problem for my work is to accept it as a reduction
and to proceed through his analysis, which I adapt to a reading of D&D, with an awareness
of this simplification.
Let me then move on without further ceremony, by presenting the main address of
this argument—how is the D&D narrative a fiction which foregrounds ontology as its
40
WORLDS
To set up my use of McHale‟s view of worlds, I need to put forth my views on the
science fiction/fantasy debate. This too-brief account grounded in Miéville‟s views will
suffice to explain my stance and its basic evidence. Miéville takes on Suvin‟s heavily
influential position that science fiction and fantasy are separate genres and in a hierarchical
relationship, science fiction being a much more valuable object of study due to the way it
situates readers cognitively (231). Miéville attempts to push at this argument, noting several
factors: the softening of Suvin‟s position in recent years (232), the “heuristic efficacy” of this
division as being a critical shortcut (233), the politics that have shaped this debate, and, most
importantly, the striking similarities between the two genres (232). As I see it, Miéville is
correct in trying to mitigate the dissimilarities between science fiction and fantasy. Genres
are always problematic, as no shortage of scholarship has proved, and so making these
overarching divisions between them is bound to fall shy of a solid position. Furthermore, as
certain texts within a genre stand out, so can those texts not be generalized like the rest of
the texts in that genre. As my thesis attempts to show, D&D stands out from much fantasy
literature as being remarkable in its depth and complexity. By conflating science fiction and
fantasy below, I do so not with the purpose of making a grand statement about genre, but
with the purpose of showing how D&D‟s exceptional qualities extend beyond those valued
in science fiction.
Worlds suggest a topical classification of D&D but within certain genres. D&D falls
into the genre of fantasy, which suggests its tendency towards imaginative worlds unlike our
own. McHale addresses both fantastic literature and science fiction. Although he claims
that science fiction “is the ontological genre par excellence” of postmodernism (16), his
41
forms, such as TRPGs. In any case, his work predates the mainstream popularity of D&D.
He therefore misses the ontological qualities of the fantasy-driven genre of D&D, which
better fits the superlative “par excellence” in this case than science fiction does. Indeed, it is
the very qualities that McHale lauds in science fiction that D&D contains. He argues that
the most important characteristics of science fiction are not those that deal with creation of
new technology and the exploration of outer space but “the social and institutional
consequences of technological innovation, the social arrangements these advances give rise
to, rather than the innovations themselves” (66). D&D‟s complex social dimensions match
this emphasis. Worlds fit the ontologically-dominant characteristic not only by their
expression through alternate worlds and realities, but through the social diversity that lies
One similarity between science fiction and fantasy is their ontological focus on
possible worlds. In studying D&D‟s preoccupation with worlds, I find that the entire
mythos of the D&D narrative relies in an essential way on multiple ontological levels. In
brief, the whole structure of D&D is governed by possible worlds and their intersections.
To begin with, examining Borges‟s short story “The Garden of Forking Paths,”
because of its extensive influence on fantasy through its imaginative realization of infinite
Borges initialized a number of strategies and ideas which were later to become prominent
tropes of postmodernist fiction, and fantasy in particular, several of which I have included in
this chapter. The story involves an exponential web of paths in a garden containing every
possible eventuality. McHale calls this topos the “what if” premise, which allows us to
imagine the world otherwise than it is (61). “The Garden of Forking Paths” may be
interpreted as a narrative that imagines all possible storylines, thereby working as a kind of
42
template for branching paths in other narratives. Decades after this 1941 fiction, a strikingly
similar idea comes from White‟s critique of narrative in history: “For in fact every narrative,
however seemingly „full,‟ is constructed on the basis of a set of events which might have been
included but were left out; and this is as true of imaginary as it is of realistic narratives” (14,
emphasis his). Even “The Garden of Forking Paths,” although it simulates possible
branches of stories, does not realize them all in the text. This imagined potential to create
One entrance into the D&D ontological structure opens through the multiple
realizations of mutually exclusive storylines.22 Each time a D&D adventure is played, the
same broad template of the story is used. As hundreds, or even thousands, depending on
the adventure‟s popularity,23 of people play the same adventure, any number of storylines are
played, or we might say that a virtually infinite number of forked paths are walked down—all
This structure may appear similar to genre, and yet it is the very limited nature of the
D&D genre that allows for multiple storylines to branch from the same narrative
community of players over time, it becomes more and more recognized as a distinct
narrative. One example of this is the Temple of Elemental Evil, a classic adventure from the
first two editions of D&D. Cover notes that D&D editor Monte Cook rewrote the
adventure for the third edition, and without modifying the location, placed the new
adventure years later, as though the thousands of gamers who had played the original
narrative had actually completed the adventure and won, leaving the setting rich with history
and potential for new plots to emerge (134-5). A more personal example is The Sunless
Citadel, a popular module for first-level adventurers. It is the classic D&D setting: a haunted
43
dungeon populated by kobolds, dragons, and an evil “boss” at the end. I played this module
in the early 2000s with a group as our first adventure. My brother played it in 2010 with a
different group of players. Although my brother had played in the version I had run as DM,
when he was DM of his own, the adventure took a completely different turn. Is it the same
narrative? Yes, but it takes on multiple contradictory realizations. “The Garden of Forking
Paths” is limited by its singularity to walk down only one path, to be only the model for a
grander hypothetical in which all paths could be walked. The D&D narrative extends the
potential in Borges‟ model and can, if only theoretically, walk down every forked path,
exploring all possibilities. Even practically, however, narratives may be replayed and so
This stance requires some qualification. McHale describes the forked narrative
structure when discussing stories that have been written, deleted, and then rewritten: “Self-
erasing narratives of the kind I have been discussing violate linear sequentiality by realizing
two mutually-exclusive lines of narrative development at the same time” (108). We can take
this seeming contradiction—the impossibility of having a single narrative that occurs in two
different ways—just so far without unfairly stretching its application. Although two groups
may play the same story, one might argue, they are not playing them together and therefore
are not actually creating mutually exclusive versions of the same narrative. Indeed, Cover‟s
emphasis on the phenomenology of TRPG narratives suggests that the subjective singularity
of the D&D narrative prevents multiple recursions of similar adventures from being situated
within the same plot arc. If different players have unique experiences during similar
narratives, then the narratives are different because of the experience, even if the events of
the plot are the same. In this view, no two narratives within a genre could ever be the same.
44
factors. To avoid a solipsistic stance of the narrative (that a narrative cannot be understood
except by those playing it), we must assume with the majority of narratologists the legitimate
difference between story and discourse (often, histoire and discours, or fabula and sjužet). Dan
Shen‟s entry in the Routledge Encyclopedia of Narrative Theory informs us that the story may be
abstracted from the discourse, since the story is what is told, while the discourse is how it is told
(566-7). So it is not so much that the discourse is extended along mutually exclusive storylines
as it is that the story is repeated and branched, creating overlapping narratives. Here, I am
not concerned so much with a particular narrative instance, as I am with the branches of the
D&D genre. Because D&D, as discussed in my first chapter, relies on the untotalizing, and
yet grouping nature of genre to draw different gaming sessions together, these narratological
stories may play out all the possibilities of a particular D&D module narrative. Although
never reaching some transcendent level where all narratives are played (due to conflicting
subjectivities), D&D stories do have the ability to get closer to realizing the paradox in “The
Garden of Forking Paths” of walking down different conflicting narratives. In other words,
to map a D&D narrative, one must realize how each group creates a world through that
narrative, and how discourse for each group may be different, so comparable stories are
constantly being created and forked through new developments in the D&D genre,
actualizing new possibilities. D&D alters typical conceptions of both story and discourse,
term derived from Foucault, the heterotopia, which is the term that I prefer but which
McHale calls the “zone,” is perhaps one of McHale‟s most convincing elements towards the
45
orientations in which these confluences may configure themselves. The relationship that fits
D&D the best is “superimposition,” defined as when “two familiar spaces are placed one on
top of the other, as in a photographic double-exposure, creating through their tense and
paradoxical coexistence a third space identifiable with neither of the original two” (46).
However, an even more nuanced kind of juxtaposition is needed for the D&D genre, since
the superimposition of D&D heterotopiae is not totalizing, but limited to certain localities,
as will be shown. While all D&D worlds are potentially superimposed, the heterotopia is
only fully realized in particular places within the world. This localized superimposition, as I
will call it, where D&D worlds merge at specific locations, occurs on two levels: extra-
Let me explain D&D planes. They are different dimensions, realities, spaces of
existence. Often, planes have a certain thematic characteristic, such as the feywild plane
where elves live, or the celestial plane where angelic creatures dwell. Most do not come into
play in D&D adventures except for the purpose of side-quests (D&D subplots), summoning
otherworldly monsters for battle, or recalling the homeland of an exotic character. Indeed,
most adventures take place on the mortal world, or what the third edition better labeled the
material plane. Yet like science fiction‟s limitless expanse of potential worlds in the universe,
D&D has a limitless supply of possible worlds via these alternative dimensions. Although
through heterotopiae. To show that, I move to a specific feature of planes—in this case, a
specific city.
Epitomizing the heterotopia is Sigil, the City of Doors, home to all D&D races and
monsters, and “the microcosm . . . of everything that is” (Baker 25, emphasis removed).
This city exists in its own plane, but a plane that is outside the regular D&D universe‟s
46
structure. It is a point at which all planes connect, but it is part of none of them.
Interplanar portals populate this heterogeneous city, each of them leading to a different
realm of existence (25). The city has the shape of a torus, or a donut, and is divided into six
wards, each of which is so different from the others as to be its own heterotopia. One is
dominated by chaos, another by elemental beings. They all coexist in a kind of volatile
pastiche under the disciplinarian authority, the Lady of Pain, the only center and means of
magical surveillance in this nucleus-less world (27). The city is without anything to keep it
together except its structure—circular perfection of city shape, governmental rule by force,
and extra-dimensional pockets that provide the only means of entrance and exit to and from
this city (26). Sigil is a city so fraught with unlikely juxtapositions and structures which
deliberately create chaos that it seems like it could not exist. It is the center of D&D spatial
The heterotopic zone appears on an even broader level when we consider D&D
worlds, or campaign settings. Fine notes that settings “are not only fantasy settings, but are
worlds in which the game action takes place” (76, emphasis his). They are different cosmic
systems in which a D&D adventure may be set. Campaign settings fit heterotopia‟s criteria
even better than planes, since they not merely include different dimensions, but change the
nature of how reality operates in D&D. They are completely different cosmologies.
Because D&D works by turning physical qualities into numbers, or by quantifying physics,
so too campaign settings are not only different nations and kingdoms but also different
versions of quantified physics. Popular ones include Greyhawk and Forgotten Realms. One
less like our own world is the universe of Dark Sun. In this campaign setting, religion is
considered defunct, so magical classes such as clerics who use divine magic are forced to
modify how their spells work. Changes like this go beyond theme to structure, altering the
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way D&D is played. The D&D game engine takes on fluidity here, as even key rules may
change from campaign setting to campaign setting. This alteration of physics goes beyond
A critic might argue, “Yes, I see how worlds are essentially ontological and how
D&D has a definite structure centering around worlds, but isn‟t the core of the D&D game
about exploring those worlds and learning what‟s in them—in short, about an
epistemological venture, rather than an ontological one?” I agree with those facts, and yet
disagree with their interpretation. For even the epistemological elements are framed within
the ontological ones. To refer back to the issues that ontology addresses, we find an
emphasis on those entities that exist in space-time and their states of being, while
exploring dungeons is housed within the nature of those dungeons‟ existence and the beings
who populate them. The game does not often focus on whether or not the PCs have correct
information or whether their senses are working all right or how the PCs know what they
know. In fact, the quantification of the senses, perception, and actions is made precisely so
that those questions do not become issues. Instead, the game focuses on the PCs‟ progress
as characters, on the milieu of the dungeon they are in, and on the intersection of the PCs‟
world with the DM‟s. Cover notes that “TRPGs offer popular fiction worlds, with the full
possibility of exploring and inhabiting them during the gaming session but, furthermore,
they offer players the ability to completely transform and control these worlds” (151).
predominantly on the attributes of worlds and characters, the two foci of D&D ontology,
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CHARACTERS
structures and concepts. Ontological foregrounding occurs on a much more particular level
transworld identity and sous rature as D&D topoi that educe an ontological position and problem
McHale calls transworld identity the existence of one character in multiple ontologies.
The rule for it truly to be transworld identity is that the essential properties of the character
must remain intact as the character changes location (85). Examples of transworld identity in
science fiction, for example, include Michael Moorcock‟s Jerry Cornelius or Kurt Vonnegut‟s
Kilgore Trout. Transworld identity, in fact, is a common trope in postmodernist fiction (86).
The most widely known—so widely known as to be cliché—example of this type of identity
in D&D is in the migratory character of Drizzt Do‟Urden, a dark elf25 created by fiction
writer R. A. Salvatore in his popular Forgotten Realms fantasy series. Drizzt started out as
just one of several prominent characters in The Icewind Dale Trilogy but moved on in later
novels to become the central and almost only character in works such as The Lone Drow. His
wide popularity among fantasy readers and D&D players is due to a number of traits,
including his uncharacteristic benevolence for a drow, his engaging physical description
(violet eyes, white hair), and his two magical, sentient swords. His flamboyant name
probably doesn‟t hurt his fame either. Drizzt‟s ontological status became transworld when
the D&D 3rd edition Forgotten Realms campaign guide converted and quantified him into an
NPC. His omnipresence throughout Salvatore‟s novels, his appearance in internet forums
filled with fan fiction, and his embodiment as a PC by untold numbers of D&D groups have
resulted in the busy elf‟s transformation into a dataset within the numeric system that
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structures the D&D game-engine. Upon reading his statistics for the first time, I recall how
strange it was to find this character transplanted from one world to another. Examining his
character numbers was like seeing a skeleton. Drizzt‟s transworld status likens him to an
archetype, such as Hamlet or Odysseus, since his name may be used by players as not so
much that of a single character as of a broad identity or role, often reducible to certain
physical and personality traits. Unlike an archetype, though, Drizzt frequently appears as a
capacities, his ontology is mutable and overdetermined. His status as a character who is not
merely written about, but is role-played, becoming part of the player‟s experience,
differentiates him from most transworld characters relegated to postmodernist novels and
short stories. Drizzt‟s ubiquitous presence throughout D&D lore via his transworld identity
signals both the multimedia and the multi-ontological status of D&D characters.
A D&D topos that further complicates traditional notions of narrative ontology is sous
rature, a technique that helps us understand the faintest level of character existence in the
D&D narrative. Literally translated “under erasure,” sous rature refers to times when a
presented entity in fiction is mentioned, becoming a part of the narrative, and then is un-
made, erased, in one way or another eliminated from the world (McHale 100). Thomas
course it didn‟t happen” (Pynchon 667). This kind of deletion is confounding, since it
upsets the typical existence readers expect characters and events in literature to have.
McHale points out that this technique follows the same line of thinking as Derrida‟s
acknowledgement that we use certain ideas in discourse, even if they are philosophically
Derrida‟s sous rature and his own: “[My] purpose is not, as with Derrida, that of laying bare
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the aporias of western metaphysics, but rather that of laying bare the processes by which
readers, in collaboration with texts, construct fictional objects and worlds” (100). This
erasure carries over into the realm of narrative creation. A character may be thrown into
existence by the author, only to be recalled and nixed. Then again, the result of this erasure
is not true erasure, but, as when a pencil erases a thickly drawn mark which cannot be
completely erased, so too with characters sous rature, a faint imprint always remains behind.
Saying that a character exists in fiction and then saying that she does not exist serves to
highlight the continuing ontology of that character, so that the earlier existence may come
back into play, bringing the character back into the awareness of the reader.26
D&D illustrates sous rature better than the postmodernist fiction McHale refers to,
even more than Gravity’s Rainbow. Putting characters sous rature is a common practice in the
through multiple characters. Let us suppose that the barbarian PC named Etan the Impaler,
played by Chad, has just been abandoned by his cowardly companions and has been caught
by a Lich-king and sacrificed to the evil deity Vecna. Chad no longer has a character to play,
unless his fellow PCs are able to (and choose to) find a cleric to resurrect Etan. Supposing
they didn‟t like Etan (or Chad), Chad is then forced to abandon the Etan persona and create
a new character. DMs usually have house rules for how this process works, but most
relevant here is the insertion of Chad‟s new character into the narrative. Suppose he decides
to get away from the tough fighter type and creates a frail, aged wizard named Mindcye who
lost his hands in a brawl with a hydra, but who has a toad familiar 28 through which he casts
spells. The DM and Chad work out enough backstory for his new character and find a way
to quickly introduce him into the group and the narrative. Now the group is back up to its
full complement of PCs, but the social dynamics are different, obviously in part because of
51
the addition of Mindcye, but less obviously, because the group also plays in the wake of
The group will interact with the ghost of Etan in their midst. Suppose Etan had
saved Karinariara, and that is how she joined the group. The others will continue to enact
the narrative through those relational ties created and left by Etan. The erasure of Etan will
therefore continue to change the narrative of the adventure, as though Etan were haunting
the group with the presence of his absence. This level of sous rature is similar to how a
character‟s erasure occurs in novels and short stories. D&D pushes this trope even further.
Even more relevant than Etan‟s influence on the subsequent plot is his sous rature
effect on Chad‟s PC identity. Here, we begin to see the problematic ontology of PCs.
Although Etan has been removed from the game, the framework from which Chad plays
Mindcye will be colored by his history with Etan. Players will often find it hard to get out of
the personality of an erased character, especially if that character had lasted a while or had
especially memorable personality traits. The term “PC” becomes inadequate at this point to
signify the reality of Chad‟s relation to his characters. The “P” changes only slightly while
the “C” changes radically. Are we to understand Chad‟s new situation as a separate PC? A
double PC? The ontology of what it means to play a character destabilizes. Identity seems
to be both singular and multiple. Sociologist Waskul calls the PC “a marginal and
hyphenated role that is situated in the liminal boundaries of more than one frame of reality”
(19). Through its complexity, PC identity becomes an important aspect of D&D. In short,
this modified PC exemplifies the postmodern view of identity29 at the same time that it
Postmodern Narrative Theory references the longstanding literary debate about how readers are
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to relate to characters. He recalls Wayne Booth‟s classical position which suggests that
readers merely sympathize with characters, making the reading process one of a clinical
nature, where the reader may dip into the worlds of fiction and step out unchanged (36).
This safe view contrasts to Currie‟s position of reading as an act of identification. Currie
profound way, because I have seen myself in the fiction, projected my identity into it, rather
than just made a new friend” (36). Of these two options, Booth‟s and Currie‟s, identification
with the character is clearly the better fit when applied to D&D, but it still does not attain
the high degree of subjectivity that is created in the D&D narrative. As a player performs in
the game, she creates the entire existence of her character. That identity, that of the PC, to a
point is then inseparable from the player‟s own. Far bypassing Booth‟s sympathy, and
simultaneous creation of mutual identity, which is understood in the term PC. This
Mackay argues that “in the narrative frame the player‟s voice is not the character‟s voice”
(88). By keeping in mind the distinction of frames (discussed in the previous chapter) and
their ability to indicate who is speaking, participants can always know who is character and
who is player. Fine suggests, “Players can be described in two ways: as individuals who
happen to be playing a game, carrying with them real-world interests and values, or as
animators of a persona” (144). In fact, they should be described as both ways, always.
progression, involves a close look at PCs to see whom they are speaking as and in what
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There is a relative abundance of other literature on the identity construction of the
PC. For example, Michelle Nephew argues that the bridge from player to character is an
outlet for unconscious desires (122). Numerous authors have written on the
schizophrenic—by which they usually and incorrectly mean issues dealing with multiple
saying that the PC remains an unstable identity, one that navigates several frames
simultaneously, and one that highlights postmodern views of identity and existence.
and characters operate in D&D. The diversity added by heterotopiae and the new
conceptions of space introduced by planes both give heightened attention to the worlds in
which characters exist. These characters, too, have complex identities, as seen through the
changing ontology of sous rature and the migratory presence of transworld characters. As
more than mere fictional characters, though, player identity must be construed within the
TRPG system, as characters who are also people. The complexity therein highlights their
existence.
NARRATIVE CONSTRUCTION
The ontological prominence of D&D appears most vividly on the levels of worlds
and characters. Ontology finds further application in other aspects of D&D‟s narrative.
Knitted into the unseen structures of the D&D narrative is a tendency toward existence
rather than knowledge, toward the created reality rather than the quest to explore it.
Ontological focus is seen in the structures of time, scripts, pastiche, chance, and social affect.
I discuss each of these in turn, amplifying the argument about the postmodern narrative
construction of D&D.
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Time
narrative time vis-à-vis duration that illuminates this complexity. One part of his analysis of
duration is his classification of four narrative speeds: Pause, Scene, Summary, and Ellipsis.
Genette notes that most literature oscillates between dramatic scenes and bits of summary,
the latter of which are used for less interesting parts (97). While the typical D&D narrative
generally fits this canonical narrative configuration, it also diverges from it. Since dramatic
scenes equate the duration of real-time with fictional time (95), these are the most common
in D&D. This category encompasses Cover‟s narrative frame, including all the interaction
between PCs and NPCs, the PCs‟ dialogue among themselves in character, attacks (when
they are performed through language by the PCs), and occasionally narration by the DM.
But D&D does not match the category of dramatic time in the narrative frame
perfectly. Let me explain. When the social and game frames meet the narrative frame, there
is actually a lengthening of time in numerous spots along the narrative, as though pockets of
additional narrative duration were adjoined to the real-time narrative. When players discuss
their characters‟ actions in real-world time (in the game or social frames), that speech must
somehow be translated into narrative-time, and yet it must be shortened, since there is no
way characters could have a five-minute argument on whether or not, for example, the sly
succubus is lying while they are having a conversation with her. Such aberrations and
elongations of real-time over narrative time also include deciding, calculating, and
communicating battle moves and attacks, which all take longer than the narrative frame‟s
duration of those actions. Therefore, time expands around those actions. Expanding
bubbles of time alter what it means to exist in the postmodernist D&D narrative.
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These “distortions” might be attributed to the durational category of Pause,
described by Genette as the textual parts (or, in D&D, the communication among PCs) that
take longer than real-time (95). Players show their awareness of this problem when a
conversation over battle strategy is particularly prolonged. One player might notice,
“There‟s no way we could have planned all that in six seconds, even if we had the knowledge
of our characters.”30 The player is referencing three D&D truisms. One, each round in a
battle takes approximately six narrative seconds. Two, speaking in a battle is considered a
“free action” and takes up no time by the rules (Heinsoo 267). Three, because the players
are not actually the heroes they role-play, they may do certain things to compensate for those
differences. One such action is to spend more real-time than narrative time deliberating
over actions that the character could conceivably have done faster than the player‟s
know certain reflexive combat strategies that might take the twenty-year-old English major
Nicholas five minutes to actually discern on the battle-grid. As a result, real-time becomes
converted into narrative time as the social and game frames transpose into the narrative
frame.
Time becomes intensely ontological when it initiates a crisis in being, when being is
stretched over multiple frames, as in the case above. Holistically, the PC is both player and
character, but reductively, each is operating at different speeds of time as they exist in
different frames. Temporal changes in D&D therefore point out where the character is in
relation to her existence more than to her knowledge. The unity of PC once again fractures
by the different speeds at which the varying identities move. The complication of time
interpretation in modernist works.31 As the vehicle by which characters find their role in
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D&D, time works to gather the disparate frames of being in the D&D narrative.
Scripts
TRPG critics have discussed scripts, and yet their presence in D&D glues together
ontological levels and frames, speaking comparatively. The concept of scripts is taken up by
a number of different theorists, and each uses it in a slightly different way. I focus on two
applications of scripts to D&D, what I am labeling dramatic scripts and understood scripts.
In the first way, D&D has a physical dramatic script that may be read at times. It
generally comes from the adventure module and is read aloud by the DM. These prompts
often come in the form of descriptions of dungeon rooms or sometimes of NPCs. They are
broken up into different parts that the DM reads based on what the characters do (e.g., if
they walk farther into the dimly-lit room, they may see the skeleton hanging on the wall).
This kind of script takes up real-time and narrative time, which confuses the correspondence
of frames in D&D. The dramatic script, though, may be summarized or omitted, and so is
Dramatic scripts are the closest D&D gets to having a physical text, unless
transcripts of the gaming session can be counted. McHale points out that to draw attention
to the materiality of a text is to foreground its ontology (181). I argue, however, that a
simply drawing attention to materiality. D&D‟s status as neither completely material nor
completely immaterial, but a combination of physical texts and subjective experiences (as
discussed in my first chapter), complicates its ontological status in a way that supersedes
those texts that make the reader think about their physical nature. McHale‟s point in
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discussing the materiality of texts is how postmodernist narratives draw attention to the
materiality of texts in ways not attempted by modernist fiction. The same can be said of
D&D, since its ambiguous immaterial-material ontology does indeed complicate the
questions of existence that readers ask about it. Furthermore, it does so in ways not
attempted before. Because D&D, through dramatic scripts, draws out the obstacles of
materiality even more than most postmodernist book-based narratives, it emphasizes the
tension that comes from a narrative form that has essential narrative qualities existent in
different media.
The second type of scripts, understood scripts, originates from script theory analysts
Roger C. Schank and Robert P. Abelson, who employ scripts as a mental devices that people
use to understand causal connections among events. Most are narrative conventions that
cultural situations, understood scripts provide reference and causal plausibility in otherwise
unconnected strings of events. They are the reason why we can understand stories (Schank
and Abelson 38). Scripts are the story happening before the story begins.
Herbert Grabes connects this idea of scripts back to worlds. He explains, “The
central importance of scripts for both worldmaking in general and literary worldmaking in
particular lies in their function of mediating between the potential infinity of details and the
sense of strings of events, scripts are the unseen glue that holds together fictional worlds.
Scripts therefore provide needed structuring in narratives because of their suturing role in
relation to cognitive narrative gaps that the reader experiences when connecting events.
More explicitly in the lineage of Schank and Abelson lies Bruner‟s narrative
explanation of scripts and what I am calling in the D&D narrative understood scripts.
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Bruner‟s landmark typology of ten properties of narrative relies on this idea of scripts that
preexist the narrative. Bruner‟s fifth property, Canonicity and Breach, entails a violation of
the “canonical script” in order for a narrative to take place (11). In other words, a narrative
is not just events occurring in an order, but it must be a departure from the expected order.
A fitting illustration comes from the 1998 movie Pleasantville, which depicts a black-and-
white era 50s television show in which everything goes perfectly. The movie introduces
color into the show as this utopian script is breached, which director Gary Ross uses to
point out the unlikelihood of those shows making sense in a 1990s social climate. Similarly,
in narrative, there are background scripts going on before the narrative begins. Because
background scripts, in Bruner‟s thought, must always be breached, this property of narrative
common to all narratives. In D&D they emphasize the ontological construction of the
narrative as they manifest in several different ways. They are the background stories of
characters that are created before playing them, the normal town life that is supposedly
going on before characters arrive, the summarized sections of narrative when the PCs agree
to stay in the city for a few weeks to restore themselves after a battle,32 and the status quo
stasis when one player cannot come to a gaming session and her character stays behind from
the adventure. But these are all examples of character-based scripts. D&D‟s understood
Scripts are good and well in the narrative frame, but D&D‟s particular ontological
inclusion of scripts operates across frames. They allow us to pinpoint how exactly the D&D
narrative is co-created. When players leave their regular lives to play in a TRPG session,
they are making several simultaneous script changes, both breaches and continuations. One
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player leaves a shouting match with a roommate. Another joins the table after studying. A
third hosts the gaming session, resuming a previous script. The D&D narrative comes into
being through the collective breaching of understood scripts by the PCs, particularly those in
the social (“real-life”) and narrative (fictional) frames. There would be no D&D adventure if
their actions did not break the equilibrium of the storyworld. The collective merging of
these scripts by different players is what distinguishes TRPG scripts from a person reading a
book off-and-on over a period of days or weeks. It is not simply that we project outside
circumstances into our perceptions of the narrative; it is that our social circumstances dictate
much of the content of the narrative. This occurs as players bring in scripts from outside
the game and, whether intentionally or not, include them in the choices of their characters,
choices that ultimately form the collective narrative. Housing multiple identities, a PC‟s out-
of-character self becomes melded with her in-character self, thereby introducing ideas,
thoughts, actions, and qualia from outside the narrative into the narrative, breaching the
Besides cohering, scripts therefore also disrupt the ontology of a unified narrative by
scrambling frame boundaries. The players‟ “real lives” occurring in the social frame are
continually interrupted and rearranged by the game frame and narrative frame. Short-term
equilibrium in personal, social, and narrative scripts is dependent on the crossing and
breaching of frames for determining what happens in them. All of this attention to scripts
reinforces the complexity of D&D‟s narrative ontology. Although McHale does not discuss
work. Apart from time and scripts, three more parts of narrative construction, ones
addressed at least partially by McHale, follow: pastiche, chance, and social affect.
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Pastiche
This term of course arrives in current discourse through the cultural exposition in Jameson‟s
1991 Postmodernism.34 There, pastiche is often described in the context of the disappearing
subject, which makes Jameson assert that “[p]astiche is, like parody, the imitation of a
peculiar or unique, idiosyncratic style, the wearing of a linguistic mask, speech in a dead
language. . . . Pastiche is thus blank parody” (17). Although I cannot disagree with
Jameson‟s reasoning here—and indeed, I want to reach the same conclusion (except about
D&D, not postmodern culture) regarding the “increasing unavailability of the personal style”
that characterizes pastiche (16)—I do see a rather ironic route to that conclusion by looking
lengthy description, Bakhtin addresses the singular nature of each voice in narrative:
individual consciousness, lies on the borderline between oneself and the other. The
word in language is half someone else‟s. It becomes „one‟s own‟ only when the
speaker populates it with his own intention, his own accent, when he appropriates
the word, adapting it to his own semantic and expressive intention. Prior to this
moment of appropriation, the word does not exist in a neutral and impersonal
language (it is not, after all, out of a dictionary that the speaker gets his words!), but
rather it exists in the other people‟s mouths, in other people‟s contexts, serving other
people‟s intentions: it is from there that one must take the word, and make it one‟s
own. And not all words for just anyone submit equally easily to this appropriation . .
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. it is as if they put themselves in quotation marks against the will of the speaker.
(293)
This explanation addresses the ownership of language and the epistemic problem the reader
pastiche of voices, depersonalized, not because of retrieving words from a dictionary, but in
fact because so many voices comingle to create the well of language from which individuals
draw. When someone pulls from that source of language, he “populates it with his own
intention,” thereby personalizing it for a moment. Heteroglossia relies on pastiche for its
only on the level of style, where it is equivalent to polyphony, multiple voices within the
same ontological plane. This is manifest in works posing different perspectives but which
are included for a common purpose, such as the diverse viewpoints in The Waste Land
ontology. It aims to destabilize the single perspective by fragmenting one world into
multiple worlds. Not only are there multiple voices in postmodernist fiction, but there are
intersecting philosophies, which, taken as a whole, do not agree with each other. These aim
toward fundamentally different ontologies, rather than just stylistically different ones. While
modernist works use polyphony as a means to a unified end, postmodernist works use
This type of pastiche through heteroglossia, however, finds new clarity in D&D.
The very nature of the D&D narrative requires that multiple actual voices and worlds
construct the story at once. Thus, there is no question of whether those voices are distinct,
as they originate from actual people. Polyphony is much more literal in D&D than in single-
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authored works of fiction, and because of this less representational interaction of multiple
fragmented heteroglossia, since each person (in my view, not Jameson‟s) is radically singular,
bringing in her own perspective which cannot be homogenized into a single world-view,
although of course there may be certain cultural similarities. I do not mean to suggest that
each person is a radically different ontology in the sense that they cannot interact. Rather, I
mean that, despite identities that are in part culturally constructed, each player embodies a
fictionalizes points of view not her own, the players of D&D fulfill that attempt toward
polyphony by occupying perspectives uniquely their own. When we ask Eliot how his
Tiresias in The Waste Land would respond to a particular question, we are ultimately going to
get an answer from Eliot. When D&D players come together in a heteroglossic formation,
we get answers that indicate their different standpoints. Granted, certain ideological and
social factors bind these voices together, but their differences go much deeper than the
characters that Eliot can create himself from his single standpoint. So, postmodernist
heteroglossia does not aim to make an epistemological inquiry into which perspective knows
the most or is more correct in its representation, but rather focuses on the new formations
of beings that occur in the mutual and collective creation of the D&D narrative world.
substantially different philosophies and standpoints that meet as they play through their
characters and as they interact in the social frame. D&D is the manifestation of a
viewpoints coming into conflict as it enacts this theory through specific people in narratives.
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Chance
Ontology is significantly affected by the chance methods used in the creation of the
novelists to create a narrative via random operations. John Barth‟s novel LETTERS uses
the title to give the story structure. The alphabetic letters of the word “letters” are overlaid
on calendar months, and the days they cover determine when letters (epistles) are written in
the novel and who writes them. In this way, although Barth is still the novelist, the
particulars of his method are somewhat left to chance (157). Such writing tactics are
movement. These recent poets include Jackson Mac Low and John Cage, who pioneered
the use of randomly generated machines in order to achieve “objectivity.” This type of
The use of random methods in D&D is hardly debatable. I discuss the mechanics of
the random engine of D&D in more depth in my third chapter, but suffice it to say for now
that the use of dice in D&D is integral to the gameplay and therefore to the creation of the
D&D narrative. Not only this, but it also suggests the postmodern experimental fiction
narrative ontology. One would think randomness through dice would create instability in
the narrative, always causing unpredictable events, ruining the plans of both the DM and the
PCs. Indeed, to the extent that players follow rules rigidly, chance can severely alter players‟
expectation in a D&D narrative. It can at times even destabilize any cohesion that its
Actually, however, chance more typically works as a foil to narrative stability, thereby
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pushing the narrative forward, though in unexpected ways. Fine insightfully notes that in
spite of all the chance that goes into TRPGs, players have methods for decreasing the
chances, and this gives them agency (91).35 Nassim Nicholas Taleb, in a cultural study of the
effects of probability, points out the commonness of the “narrative fallacy” because of its
psychological effect: “If narrativity causes us to see past events as more predictable, more
expected, and less random than they actually were, then we should be able to make it work
for us as therapy against some of the stings of randomness.” People do this all the time
when they give understandable explanations for why a car accident occurred to them, but
assume randomness (or probability) when it happens to others (73). So the result of chance
in D&D is that the narrative structure helps players make sense of unpredictable events.
Although chance factors may influence the plot that the narrative takes, they rarely work in
such an extreme way that players want to quit. The combination of chance surprises and
Social Affect
A final key structuring device of D&D‟s ontological narrative, this one altering the
narrative‟s plot, is one that critics have acutely missed: the affective sway of PC-DM
interaction. It plays a key role in controlling the D&D narrative. Cover gets credit for
coming close to this point. “Unlike the gamebook,” she contrasts, “even in a fairly scripted
adventure, the DM and players can subvert the intended narrative structure.” She goes on to
point out that there are rarely “unsatisfactory” endings in D&D because the DM adapts (30).
This is important because it shows that a driving force of the D&D narrative is the affect of
the players vis-à-vis the livelihood and status of their characters, which is not to go so far as
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to say that it is impossible for characters to die because the players will then quit. On the
contrary, in a successful D&D narrative, it is very likely that some characters will die; that is
the nature of suspenseful danger. The point here is that, ultimately, it is people who control
the characters, both PCs and NPCs, so their psychological states are directly influential on
the narrative itself. Once more, ontology, not epistemology, drives the D&D narrative.
Because PC‟s affective decisions are made more in relation to who they are—or what they
are—than to what they know, social affect moves the D&D narrative forward in a decidedly
One example should illuminate. I was playing with a group in 2009, and two of the
men began to get angry at each other. One was the DM and the other a willful PC who
often led the group in making decisions. The DM created a battle situation that was quite
difficult, and by the poor luck of the dice, this PC got badly injured quickly. So the
headstrong player became upset and made his character, who was normally brave, rush out
of the room and abandon the group, an action quite “out of character” for him. His
emotional response changed the course of the narrative. This type of influence points back
to the ontological nature of frames and their fluidity. Although the frames established by
Fine, Mackay, and Cover all help elucidate the TRPG, their neatly divided up typology
ultimately cannot capture the influence that actions in one frame have on the others. For
researchers of TRPGs, the psychological state of players might be the next worthwhile area
of study. Until that research occurs, emotional states of players remain classified as an
METACRITICAL ANALYSIS
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the D&D narrative. McHale‟s Postmodernist Fiction tiptoes around the meta phenomenon
without actually giving it the full attention that it deserves, especially considering how many
other critics have observed self-consciousness when discussing postmodernist fiction.36 The
closest that McHale comes to this discourse is his chapter “Styled Worlds,” in which he
describes the way postmodernist fiction uses disjunctive language and syntax to provoke in
the reader an awareness of the text as a constructed object. Such implicit self-reflexivity is
overt and covert metafiction. Covert is not self-conscious, only implicitly self-reflexive, and
so not the primary quality of metafiction, which is overt, explicit self-reference (7). To be
the most fully metafictional, a work must explicitly refer to itself. McHale‟s study fails to
absence may be due to the unwritten nature of self-reference in D&D and other TRPGs.
for example, posits that players lose their meta-awareness of the game itself when they are
most fully immersed in the game, to the point that they not only forget the game but forget
themselves (84). But although this case appears plausible, it is actually not so. The players‟
immersion in the narrative frame is related to their position in the other frames, but being
deeply involved in the narrative frame depends on their involvement in the crossing of
frames, an act labeled metalepsis—in short, being involved in the TRPG as a whole.
Berlatsky‟s argument that meaning-making occurs in the gutters37 between frames further
supports my argument because, even though D&D does not have actual gutters as between
the boxes in a comicbook, it still depends on the crossing of boundaries between roles and
psychological mindsets to make sense of the full, multi-layered narrative. A player‟s meta
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involvement in multiple frames at once highlights self-reference by means of the metaleptic
The Dungeon Master’s Guide itself gives us another entry point to self-reference:
“Metagame thinking means thinking about the game as a game. It‟s like a character in a
movie knowing he‟s in a movie and acting accordingly. „This dragon must be a few levels
higher than we are,‟ a player might say. „The DM wouldn‟t throw such a tough monster at
us!‟” (15, emphasis theirs). The guide goes on to offer suggestions for dealing with
characters who choose to violate the spirit of the game by crossing frames. D&D‟s caveat
here shows that the normal mode of gameplay is to keep frames separate. However, I argue
that at the deeper level of enjoyment—and by implication, the deeper level of narrative
formation—the case is just the opposite. Instead of D&D players having an ignorance of
In contrast to most games which derive pleasure and fulfillment from the win-loss
dynamic or from the experience of gameplay, D&D derives its primary interest from
interactions that take place on the metaleptic level between the heterocosmic reality of the
fantasy world and the social interactions of the real world. The overlapping of frames allows
for this negotiation of levels of play by the participants. This is analogous to the point made
about scripts—that the breaching of scripts across frames constitutes the primary means of
narrative progression—but this point deals more with the game side of D&D. The game
depends on players crossing frame boundaries in order to achieve greatest immersion. This
is similar to a point made by Cover about frames. She observes, “Because players‟ actions in
the game frame influence the narrative frame, their level of immersion in the narrative frame
is directly related to their level of immersion in other frames” (105). Indeed, Mackay,
although he seems to be unaware of the implications, similarly points out that the type of
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boundaries crossed are often between the narrative and pop culture references, which are so
experience the whole game more fully and take pleasure in the dynamics involved in
and overtake narratives, a self-consciousness that works structurally to actually form the
narrative through the interactions in multiple frames. Dealing with the very constituent
narrative parts of D&D, frames foreground the importance of the game‟s ontology. As
players necessarily recognize the meta qualities of D&D‟s construction, they demonstrate the
This discussion has elucidated the influence of ontological factors in the panoply of
important narrative structures in D&D. The study of worlds reveals that the postmodernist
space of D&D is one in which creation and control of fantastic worlds is key to D&D‟s
ability to play out similar versions of the same basic narrative, continually rewriting
cosmologies as new adventures play out. Related to it is identity, a problematic topos that
extends across frames as player identity merges with character identity. Furthermore,
and the affect of players all align D&D as a narrative focused on the questions of ontology
more than those of epistemology. Finally, a step back from the narrative allows for a
perspective that sees frames as boundaries that must be constantly crossed and must
constantly enter conscious awareness of the players as they display the metafictional
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D&D exemplifies the postmodernist dominance of ontology even more than the
many examples that McHale provides. When ontology takes precedence over epistemology,
both as a structuring philosophy and as a dominant form in critical analysis, it illuminates the
paradigmatic nature of D&D to be about the characters and the narrative worlds they create.
My thesis now turns toward an inquiry examining the many facets of violence in D&D.
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Chapter 3
Productive Violence and Poststructural Play in the Dungeons and Dragons Narrative
DM: Alexander, your character is hit by a sweeping cut from the orc-king‟s
battleaxe. Take ten points damage, and you are stunned until the end of his
next turn.
DM: In that case, you fall unconscious. Phillip, it‟s your turn.
Phillip: I‟m using my Fireball spell. [Rolls dice.] I got a 23—does it hit?
DM: Yes, the orc-king howls in rage as your flames set his skin on fire. Roll for
damage.
Laura: Karinariara will shoot an arrow at the orc-king using Chaos Bolt. [Rolls dice.]
I got a one!
DM: Critical fail. [Rolls dice.] The arrow misses the orc-king and flies into
Phillip: Laura!
Laura: I didn‟t mean to! [Rolls dice.] You only take three points of damage.
DM: [Looks up stats in a rulebook and rolls dice.] Ok, the orc-king swings at
Alexander: [Rolls dice.] I got a ten on my death saving throw. Does that save?
DM: Yes, you still have three strikes left. Phillip, your turn.
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Phillip: I teleport behind the orc-king and cast Disintegrate. [Moves his miniature and
DM: [Checks stats sheet.] It hits! The orc-king begins to disappear. His legs
disintegrate, and he falls backwards off the cliff. The last glance you catch of
him is his eyes wide with disbelief. Good job. Everyone gets 5000
On first glance, violence and play seem to be separate concepts.39 Violence appears
to deal with death, torture, criminals, distant wars, and angry football players, while play
nestles closely to the discourse of children, leisure, sports, and inconsequential diversions. A
closer inspection reveals, however, that the two concepts overlap in their purviews. As an
example, take my contrived, but representative, dialogue from a D&D gaming session above.
D&D, while unmistakably a playful game, abounds with the signifiers of violence. In a battle
sequence such as this one, violence is the subtext behind every sentence uttered and every
action taken by the PCs and DM. Indeed, D&D tends to enact violence not only through
the content, but also on a deeper plane of signification, where it does violence to the D&D
narrative as a whole. Violence and play are both essential components of the game, and they
First of all, play and violence fill the subject matter of D&D. As a game, D&D has
the lightness that characterizes play, but as a narrative, D&D is topically about violent
material. It is the combination of that playful content with violent moments of narrative
choice that together make up the “aboutness” of D&D. As I will show, D&D has an
intrinsically violent nature in the sense that it would be a different game were violence not
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Second, play and violence both operate structurally with respect to rules. Further,
they both “play” in a Derridean sense, since the rules of a game and the rules of a juridical
system both create space and elasticity in the system which allow for a freedom of
movement within boundaries. Viewed as a game, D&D‟s play-fulness gains meaning and
relevance by its relationship to the rules. In other words, without rules play falls apart, and
the game cannot hold the player‟s interest. Violence, on the other hand, works by both
bypassing and adhering to the rules/laws of a juridical system. Indeed, the way violence
operates in relation to laws parallels the way it works through play and narrative in D&D.
Violence and the prohibition of violence together delimit laws around norms in the same
manner, as I discuss, that the narrative of D&D goes outside the boundaries of the norm of
Based on these considerations, I argue that violence acts as a form of play in D&D,
the end result of which is not a loss of meaning, but the production of it. Towards this
claim, I analyze D&D through the basic narrative qualities set forth by Herman, which
provide a framework for explaining how violence works in the content of the D&D
complex relations among violence, play, rules, unknowns, and randomness in D&D,
Instead of taking my own impressions from playing and observing D&D as the
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adopt a narrative model from Herman. He has recently argued that there are four basic
experience. Since the gameplay of D&D functions through the narrative form, I contend
that the subject matter of D&D, when seen through Herman‟s narrative elements, is
primarily violent.
These four qualities are posited by Herman in his recent book Basic Elements of
Narrative. The volume is positively reviewed by Natasha Azarian-Ceccato, except when she
points out that Herman uses overly technical jargon (809). I see it slightly differently. The
deductive reasoning” (11) reflect Herman‟s background in linguistics and philosophy, the
reader wonders throughout the book why he didn‟t just say “setting” or “time” or “logic.”
In addition, Herman‟s reduction of all narrative traits to four seems to elide the complexity
of narratives, and yet, for a study of its length, Herman‟s book successfully takes into
account the vast majority of narrative conditions. This does not mean that my use of
Herman‟s elements as violent aspects in D&D explains, or even attempts to explain, all the
narrative components of D&D. It is rather one way of approaching the thematic prevalence
Herman‟s qualities are especially pertinent for my use over other studies of the
essential features of narrative (such as those by Genette or Bruner), since he does not limit
his study to literature, but includes movies and conversations. Because D&D is a hybrid
well to my own study. As a consequence of his breadth, Herman‟s scope goes beyond my
own, and so the application of my descriptions of his narrative elements is more focused
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than his.
Situatedness
occasion” (37). It is the formalization of the “where” that is used in common parlance to
describe setting. Game studies scholar Jenkins describes this “where”: “[I]n the game
[D&D], for example, the Dungeon Master‟s activities start with designing the space—the
dungeon—where the players‟ quest will take place” (56). Through one of the title words of
the game, dungeon, the need for a particular space delimits the narrative setting in D&D.
But situatedness is more than just a “where.” It involves several related scholarly
views of narrative space. Like Fine, Herman builds on Goffman‟s work, pointing toward the
concept of frames as the means by which narrative spaces are delimited.40 Herman‟s use is
different from Fine‟s, however, since Herman sees frames more as a place in which
narratives occur and less as a frame of mind. Frames structure both the environment and
the interactions among characters, giving a stage on which the plot may be acted out through
and among characters in a meaningful way (Herman 41). Ryan makes a similar statement
about these spaces. In a discussion of spatial difference in narratives, she defines narrative
itself as the moment “when a character moves across the border between two meaningful
spaces” (“Playfields” 161). Situatedness, akin to Cover‟s social, game, and narrative frames,
is the movement through the cultural spaces of the characters, the psychological atmosphere,
the genre‟s distinctive feel—all the structuring elements that work together to track position,
reference, and role from one character to the next. Jenkins explains this point more fully:
“[S]patial stories can evoke preexisting narrative associations; they can provide a staging
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ground on which narrative events are enacted; they may embed narrative information within
their mises-en-scène; or they provide resources for emergent narratives” (57). A situation
includes more than just the name of a location, more than just a “where.” Thus, the word
dungeon implies not only a general physical location but also a contextual one, since the
reason for the characters being in that dungeon will necessarily contain cultural and
To address violence, then—to what degree does violence suffuse the content for the
variations among D&D groups, may not be true in all instances. Even so, the overarching
thematization of D&D relies heavily on violence as the raison d’être (or “character hook” in
D&D terminology) for the formation of an adventuring group from fictitious characters
who are often quite dissimilar and otherwise unconnected. The characters must have some
reason for being together, and violent events invariably fuel this contrived partnering.
Although the end goal for some groups is the glory of the quest or the pursuit of gold,
achieving those means inevitably leads the adventurers down violent paths. Such enterprises
usually begin at a place with a violent aura. Consider again the dungeon, the most typical of
D&D adventure locales and common starting point for adventures. The labyrinthine
trapdoors, and darkness—the perfect macabre setting for fear of the unknown. D&D is
situated in such a way that the locations and reasons that drive characters into a plot evoke
violence.
Event-sequencing
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of particularized events” (75). This category deals less with the “when” aspect of setting and
more with the ways the audience interacts with the temporal qualities of text,41 specifically in
narrative traces paths taken by particularized individuals faced with decision points at one or
more temporal junctures in a storyworld; those paths lead to consequences that take shape
against a larger backdrop in which other possible paths might have been pursued, but were
not” (19). Indeed, this process of taking certain narrative lines over others is the same one
that PCs face when making decisions. They reach points where they stop making individual
choices and must make a single choice as a group. Event-sequencing in D&D relies heavily
Choosing among the two or more Frostian paths in a yellow wood nearly always
determines a particular course of physical violence. Will the characters threaten the local
priest to heal them from their festering boils, or will they pursue the Lich-king into his
otherworldly lair to break the Contagion curse he put on them? Is it worth it to travel through
the haunted forest from which no one ever comes back? Should they attempt to negotiate
with the bugbear kingpin, or is it safer to set an ambush? Such typical junctures are not only
Often event-sequencing in D&D takes these group decisions and realizes them as an
aggregate of individual decisions. This most often occurs in battle. The issue there is not so
actions of the party leading them down a particular path “to where it bends in the
undergrowth.” During combat, PCs will usually choose either an Attack Power or a Utility
Power, depending on whether they want to fight or do something else (such as teleport the
queen‟s gem into their pocket, rather than fight her for it). When Phillip‟s character cast the
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Attack Power Disintegrate above, he demonstrated how the violent option is much more
often the one chosen. Even Utility Powers, however, may eventually lead to violence.
Stealing the queen‟s gem will probably turn into a narrow escape from palace guards not
long afterwards. So, an event-sequencing juncture in D&D may not always be violent in the
sense that the choice itself will immediately produce or prevent violence, but it is the case
that a temporal juncture will usually have some future violent implications as one of the
occurrence of non-violent plots. It is true that often characters use less violent abilities—
wisdom, intelligence, and charisma—to bypass violent contingencies. For example, the
adventuring party may concoct an ingenious plan to hoodwink the mercenary out of his
flying carpet and cleverly fly around the contingent of wingless owlbears. Such a plausible
and representative scenario seems to be entirely non-violent. However, the party‟s very
avoidance of violence points out how violence structures the D&D narrative. 42
Worldmaking/World Disruption
“disequilibrium” brought about by human (or human-like) agents into the stability of the
storyworld (105). Although this element creates an artificial binary between worldmaking
and world disruption when really both terms are part of the larger process of world
mutability, the points Herman makes are still useful for this discussion‟s application of
violence in D&D‟s content. I want to focus on two ideas Herman discusses about this
quality: ordering and possible-worlds theory. Ordering matches up with worldmaking, and
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Following the influence of Goodman‟s 1978 Ways of Worldmaking, Herman explains
the qualities that describe a dynamic, mutable world, one that exists with its own laws and
presuppositions (109-110). Among these is ordering, which fits the D&D worldmaking
process quite snugly.43 Ordering is scientific or temporal categorization, working in the same
way that in our own world historians subdivide the past into time periods or biologists
categories and hierarchical relationships correspond perfectly with this model. For example,
all characters, monsters, traps, dungeons, and even adventures themselves are labeled with a
numerical difficulty, often called their level (or, more clearly, “Challenge Rating” in the third
example, according the Dungeon Master’s Guide, a group of four average 19th-level adventurers
is supposed to be a good match for an 18th-level standard monster, but the levels would
change for two adventurers, or for three monsters (56-7). Divisions build on each other to
create the intricate system of the D&D world, structured in the game frame and played out in
But characters are not the only part of D&D which is ordered. Weapons are
subdivided into simple, martial, and exotic, and within these three, they are further
subdivided into ranged and melee. Armor is arranged by its protectiveness and
contain violent content, although they may be violent on a more theoretical level of
displacing one item over another, as I discuss in the third section of this chapter. However,
in D&D, these modes of organizing worlds are violent. There are examples in addition to
the lists above. Character level is determined mainly by the factor of how much destruction
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the character is capable. In addition to their style, weapons are divided up by the type of
violence they inflict. Monsters are given a level based on the numeric coefficients of their
ordered by how hard they are to break open. The use of organized systems in D&D, then,
categorizes objects, identities, and properties in a violent way, making for a complex world.
Ordering explains the worldmaking part of Herman‟s third element. The other half
of the element, world disruption, applies to D&D best through the premise of possible-
worlds theory. I have room here for only a superficial account of the various branches of
this theory informed by possible-worlds theorists Doležel, Ryan, and Maitre. Originating in a
to give perspective to this one (Doležel ix), possible-worlds theory imagines, notes Herman,
“a central world that counts as actual and various satellite worlds that can be accessed
Counterfactual becomes fictional reality in D&D through its base world, or Text Actual
World (122). Ryan points out that possible worlds need not find their reference in our
world, but that there may be a Text Actual World within the narrative around which other
worlds are oriented (Possible Worlds 109). This is the case in D&D. In Maitre‟s description of
possible-worlds theory, there are those worlds which are hypothetically possible in the sense
that they match our physical laws, and then there are worlds which are possible (in the sense
of conceivable) in that they do not (15). For fiction, we have to take this point relatively,
since clearly fictional worlds contain qualities that go beyond nonfictional physical laws.
Everything in fictional worlds is oriented around the fictional Text Actual World, which
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through planes, or alternate dimensions, briefly mentioned in my second chapter. D&D‟s
Text Actual World is called the material plane, or the mortal world. Through various
magical means, the players may gain access to other ontological planes. These tend to be
formulated in relation to violence, either by their scarcity of it or by their pregnancy with it.
The Manual of the Planes supplemental handbook describes The Shadowfell plane, for
example, in the following way: “The Shadowfell is the dark echo of the mortal world, a
twilight realm that exists „on the other side‟ of the world and its earthly denizens. . . . The
Shadowfell is more than just a mirror, even as darkly cast and twisted as it is. This plane is
the destination of souls loosed from their bodies” (48). It is pictured as a saturnine world
where evil beings wait to waylay the unwary. Other planes are sketched out similarly in their
linkage to the Text Actual World and its balance of violence, some having virtually no
violence and other others being inundated with violence. The interruption of the mortal
world by other planes with different civilizations and contexts creates a disequilibrium,
throwing the fictional plane structure off-balance. Through the intrusion of violent planes,
Ordering of the D&D world takes on a naturally violent tone as it organizes and creates the
categories of battle. D&D‟s own complex system of possible worlds, too, breaches its
other properties of narrative, when applied to D&D highlights its embedded violent content.
Experience
philosophy of mind when he suggests that this final basic unit of narrative is the
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phenomenological qualities, or qualia, of the characters‟ narrative experiences. Qualia are
consciousness. Philosopher Frank Jackson calls qualia that which people experience yet no
amount of physical description can relate (127). To the contrary, Herman believes that one
of the points of narrative, one of its fundamental characteristics, is the experience and
identification that passes from character to reader.44 Through the experience of observing a
character in a story, readers understand qualia similar to the characters‟, which they can then
relate to analogous ones of their own. Herman goes on, moreover, to give some examples
and sustain our interest because of how their structure maps on to the mind‟s own
Indeed, this very structuring of qualia is one of the attractions and values of D&D. The
intertwining and overlapping identities of players and their characters (exemplified in the
term PC) epitomizes the ability of a reader to imagine what a character experiences, since in
a very actual way, as Waskul and Lust add, the reader/player is experiencing what the
character is (337).45 The players do not merely read about what another experiences; they
This direct identification with and co-creation of identity is essential to D&D and
essentially violent. Herman‟s element of experience is all about who the character is.
Deciding the character‟s qualities, which occurs through the same process that someone
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would use to decide on her customization of a new car, is the first task of the game. The
player gets to choose the character‟s race (dragonborn, dwarf, eladrin, elf, half-elf, halfling,
human, or tiefling); class (cleric, fighter, paladin, ranger, rogue, warlock, warlord, or wizard);
and other personal attributes (deity followed, moral alignment, physical description, and
background story) (Heinsoo 3). I contend that these narrative choices are all violent either
demonstrate this point. A player will often choose to be a cleric because the cleric can
magically heal wounds. A half-orc is chosen for its increased strength in dealing damage.
strategy is usually the main motivating factor, the PC always being aware of one of the
Herman‟s model leads me to assert that the content of the gameplay in D&D often
consists of violent situations, events, worlds, and experiences. Violence, while providing the
subject matter for many of the basic narrative elements in D&D, takes on a complex
relationship to play when examined from a more structural angle. In this section I begin by
surveying various scholarly and theoretical definitions and descriptions of play vis-à-vis
games, after which I go on to discuss how violence in play works through unknowns and
randomness. Let me summarize the thought process of this argument. I recall Derrida‟s
notion of play in order to suggest that rules are necessary for a game to be a game.
Furthermore, it is the unknowns of games, demystified by playing out the game within the
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the specific mechanism that functions as an unknown. Randomness in D&D is expressed
through violence, suggesting that violence is a key component in how D&D works as a
game.
Play has been studied by various disciplines using different methodologies and
purposes. Nachmanovitch‟s overview of play points to the large body of literature which
focuses on play as useful from an educational and evolutionary point of view. Because play
teaches flexibility and encourages creativity, it has a purpose in the way it develops human
psychology. However, Nachmanovitch goes on to correctly point out that play is also
whimsical, fanciful (18).46 Games must retain their inconsequential nature, it seems, in order
purpose is tantamount to voiding play‟s nature. It is not my aim, therefore, to hold play to a
rigid, systematizing benchmark, but rather to identify more fully this fundamental tension of
play to be both light and airy on the one hand and functional and meaningful on the other.
Play mediates this tension through its status as a system with rules. 47 Rules are key to
the views expressed in Huizinga‟s prominent book Homo Ludens, which sets the critical
foundation for a theoretical analysis of play. Cultural critic George Steiner introduces the
within certain limits of time and space, in a visible order, according to rules freely accepted”
(10). Rules are the essential property of play. In the context of the game, they are flexible as
a matter of choice prima facie in whether someone decides to play the game at all and accepts
the rules. Breaking the rules constitutes a change of game, because then, certain rules have
become implicit. Cheating, for example, is the act of following a different set of rules than
Huizinga formalizes his conception of rules into the idea of the magic circle,48 the
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area that limits where play occurs and where it terminates at the boundary of nonplay (30). 49
Within the magic circle, rules determine what may be done. Caillois seconds Huizinga‟s
emphasis on rules in his influential book Man, Play, and Games: “the confused and intricate
laws of ordinary life are replaced, in this fixed space and for this given time, by precise,
arbitrary, unexceptionable rules that must be accepted as such and that govern the correct
playing of the game” (7). In order for play to be considered play (or a game to be considered
a game), the rules must be accepted; otherwise, the magic circle‟s boundaries become
More recent scholars, such as Morson, also agree that rules are paramount. He
describes their ability to delimit action, by both what they prevent and what they allow:
“Nothing forbidden by the rules can ever happen in a game” (134) and “Rules prescribe
what can and cannot happen” (135). Indeed, this conception of rules leads me to a pivotal
point made by Ryan. She suggests that meaning and significance in the game exist only
because of rules (“Playfields” 164). It is the human interaction with the rules of the game
that makes the game worthwhile and interesting. Without at least implicit rules, games do
But this dependence on rules for the ontology of games does not demand that rules
are always fixed. Quite the contrary, in any interaction there will be numerous layers of rules
(social, ludic, psychological, juridical, etc.), which correspond to frames, any of which may be
in flux.51 The rules of many games, especially D&D, are open to change, which is
exemplified in the common practice of creating “house rules.” But although, as Punday
reminds us, the boundaries of the game‟s discourse may always be fluctuating, the rules are
still the structuring feature of gameplay, even as they are dynamic enough to change
(Narrative 34).
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The question follows, how do rules deliver meaning? One way comes to light by
looking at the relationship between rules and play in the context of Derrida‟s conception of
Derrida‟s use of the French word jeu. He suggests that Derridean jeu is commonly thought
to translate as freeplay. In the context of Derrida‟s linguistic argument, this means that
signifier and signified have no inherent connection and so are considered arbitrarily tied and
Derrida‟s theory. But Golumbia strikes down this interpretation as the right one. It would
be a play without rules. Golumbia argues instead that Derrida‟s use of jeu refers more to the
idea that language is a game, a game that, on the contrary, does have rules (180).52 Jeu can
best be interpreted by either of the English words play or looseness in the sense that people use
play when speaking of the play of an elastic cord or rubberband, or the play of a lever or
clutch (181). The often-cited Derridean endless deferral of meaning, then, should be
understood not as some kind of wishy-washy system where any signifier might create any
signified, but rather as a rules-based system that, in opposition to the rigid structuralist
system of one-to-one correspondence, has a flexibility within its rules while still maintaining
a hint of arbitrariness in spite of these relational rules. In other words, “play” in Derridean
thought plays off the flexible but structured nature of a rules-based game.53 So, to answer
elements may have a flexible range that provides orientation without demanding fixity.
Play becomes meaningful to the game players when rules are in relation to this kind
of looseness. While rules constrain what may happen in a game, they also open up the
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number of options for what may happen. Take the card game Uno. Even as a player has
the potential choice to play any card in her hand, she is constrained by the rule that, except
for wilds, the only playable cards are those of the same number and/or color as the one face
up on the pile. This prohibition on what may be played in Uno serves two main purposes.
First, it prevents whoever happens to have the most Draw-Twos and Draw-Fours from
winning (which would be the end result were the rule removed). Second, it allows the player
to use her skill to meaningfully enjoy the game. Without any kind of structure to limit yet
open up the possibilities for which cards the player may select, Uno would be much more
On the other hand, it is not only rules that give games meaning; it is also unknowns.
Caillois continues, “In fact, the game is no longer pleasing to one who, because he is too well
trained or skillful, wins effortlessly or infallibly” (7). Games that cannot provide the sense of
“looseness” through rules also cannot provide a game interesting enough to play. If a game
immediately, it loses its appeal. For example, consider tic-tac-toe. It does not take long for
the average adult to play the game and realize that it is impossible to lose if played correctly.
The game is only truly captivating for children who have not yet mastered the complexity of
the game. Games require an unknown in the context of rules to be interesting. D&D fits
this description.
Unknowns are similar to the randomness in games. Play in the Derridean usage
implies a sense of arbitrariness, or even randomness, by its looseness. After all, if signifier-
signified reference cannot be pinned down because of endless deferral and slippage among
connotations, then to the player or reader there is at least the appearance of randomness.
Whether this randomness is actual or not is beside the point. What is important is that play
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within rules points to the appearance of a loose system which cannot be pinned down. That
Randomness and chance have always held an important role in the structure of
games. Caillois draws attention to this history in the chapter where he defines four
categories of play. Agôn includes competitive games, alea games of chance, mimicry imaginary
role-playing, and ilinx games of vertigo (12). The alea category engages randomness the
most.54 Caillois points out that alea games are enjoyable even when the odds of winning are
highly unlikely, because the very nature of luck suggests a reason for hoping that chance may
fall in the player‟s favor (115). The drive to defeat the unknown allows alea games to hold a
powerful affective sway over players. The paradigmatic examples of alea are dice games,
such as poker, or casino games, such as roulette. While Caillois does see the application of
alea qualities, namely randomness, in the other game categories, I believe he does not go far
enough. I believe, in fact, that all games worth playing contain alea randomness.
Rosewater‟s online blog on the website for Wizards of the Coast, producers of D&D
and other related games, describes the need for randomness in games from the perspective
of the computer-gaming designer. He contends that “games at every level from the macro
to the micro need to have some unknown built into them.” Now, clearly not all games have
formalized alea factors such as dice, so how do they satisfy this unknown? Rosewater
unlocks a concept which I see as vital to most games. The appearance of randomness seems
to be more significant than the actual amount of randomness. Rosewater notes that there is
a difference in player reactions when the mechanism of randomness in the game varies in
how obvious it is. So, for example, a computer game could ask a player to press a roll-dice
button at a particular juncture in the game, or it could incorporate this random generation
into the background of the programming engine. If the player has to click the button to
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create the randomness, however, she will perceive the randomness as being greater than if
the action were performed automatically. Thus, the perceived randomness of the game is
the true determinant of the game‟s unknowns, not the reality of what percentage of the game
is random.55
Since games deal in perceived randomness, all unknowns are perceived as random to
the player when she cannot determine how or why the variable is acting as it is, just as
people cannot predict the outcome of the roll of a die by examining its physics with their
eyes in real-time, even though a rolling die is just a complex physical movement through the
air and is, from a Newtonian perspective, not random at all. All randomness is perceived
randomness, and all unknowns are perceived randomness. And all enjoyable games have
perceived randomness. All games are at least in part alea. Why is it that the child enjoys tic-
tac-toe and the adult does not? The child perceives the game as impenetrable, too complex
to be figured out, partially random, and so enjoys the play with the unknown. The adult,
however, realizes how each move of the game could eventuate, and so has no unknown with
which to play. Without randomness as the unknown and its looseness within the rules, the
Morson considers the relation in games between randomness and contingency. His
formulations appear to undermine my thesis. Strictly alea games in his understanding are not
“[r]elatively predictable” (“Contingency” 136). Instead, it is games that deal with less
predictable (over a period of time) principles that are more contingent. Morson puts sports
into this category, since even computer models of some sports cannot capture everything
that happens (e.g., a bird flying in front of a baseball pitch) (137). Morson still agrees that
alea games have chance, but it is a chance colored by statistical probability (143). Opposite
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to Rosewater‟s point that all unknowns are perceived randomness, Morson argues that not
all (perceived) randomness is unknown. But there is room for compromise. A balance
between these two perspectives explains the gameplay dialectic—rules create an unknown
through their “loose” play. Even predictable games contain the je ne sais quoi of luck which
leaves their outcomes never completely decided, despite probabilities. On the other side of
the dialectic, these probabilities may become so routine that they no longer appear as
unknowns. Morson‟s contingency theory threatens the unknown quality of play that gives
Morson‟s point here about probability in contingency may seem to invalidate both
my argument in chapter 1 that D&D is a processual work and my argument here in chapter
3 that D&D relies on perceived randomness uncolored by probability. He could argue that
dice in D&D have no contingency and that all these rolls are merely probability-generated
level in an extreme way that elides Morson‟s probability, as can be seen through the use of
dice in D&D‟s complex system which works in such a way that precludes probability. A
character‟s prowess at battle may be guessed at by looking at her skills and their probabilities
of success, but each instance of combat is often a matter of the particular chance factors that
situate the battle. Additionally, D&D is complex enough that no two battles are the same,
and often strategies in battles vary wildly. This expansiveness suggests that statistics are not
games the large-scale aggregation and summation of dice rolls or roulette spins build to a
point in which it can be predicted, whereas in D&D dice rolls interfere with each other as
one set of rolls will often be posed against another. Furthermore, the complex variation of
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impossible. Imagine how different a battle will be between, on the one hand, three first-level
elven barbarians fighting a worg with melee weapons, and, on the other hand, a party of five
human-cleric, and a goliath-fighter taking on a gold dragon guarding his lair from the Astral
plane and using an army of orcs as minions to bate the PCs into a volcano entrance. This is
no roulette.
system in which players and DM may influence random factors.57 The point of this game-
system minutia is to exhibit the structural level of play through randomness and unknowns.
I have argued in this section that play is a loose operation but depends on rules for its
integrity. Rules are dependent on unknowns and perceived randomness to create interest in
the game and to make choices challenging. For devoted players, D&D exemplifies a game
that has appealing, engrossing unknowns and an engaging level of perceived randomness.
These unknowns, primarily the dice, revolve around violent eventualities. So it is the very
In the same way that play only makes sense in relation to rules, so too does violence
only make sense in relation to rules. The manifest level of violence‟s connection with play in
the D&D narrative, which I laid out using Herman‟s four elements, mimics a deeper, latent
level where play is violence. As evidence, in this section I look at how violence operates
both inside and outside juridical boundaries (laws) as seen through conceptions of violence
from Derrida, Benjamin, and Žižek. I then apply these conceptions back to D&D, suturing
the gap between superficial and structural levels of play and violence.
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Punday mentions that numerous theories of narrative—from White‟s fourfold
system of narrative in history to Haraway‟s study of sexism in the narratives of the sciences,
narrative is cultural production (Narrative 1). But the components of the narratives
themselves that aid in producing the meaning of the productive narrative are what interest
my study. As I examine violence here in its theoretical dimensions, I track the productive
power of violence both in its delimiting capacity within the law and, similarly, its creative
Much of the theory on violence deals with its relation to the law. Laws are to
violence what rules are to games—at least in the sense that they structure what may or may
not be done. This is not to say that they physically adjudicate abilities, but that they sanction
actions. Summarizing Derrida‟s take on law and violence, Sinnerbrink writes, “Legitimate
force can be used by the law; it is inextricably bound to our legal and moral sense of justice.
Force without law, by contrast, is sheer violence, the violence that we rightly condemn as
unjust” (486). Perceived justice seems to be bound to the law‟s arbitration of which
instances of violence are legal and illegal, the arbitration of legitimacy. From this standpoint,
the law based in justice is the rubric by which violent actions are considered permissible or
not.
Similarly, Benjamin takes up the discussion of violence and the law in “Critique of
Violence.” He elegantly writes, “For if violence, violence crowned by fate, is the origin of
law, then it may be readily supposed that where the highest violence, that over life and death,
occurs in the legal system, the origins of law jut manifestly and fearsomely into existence”
(242). Benjamin acknowledges that the law depends on violence for its existence. “Law-
making violence,” though, is unable to use the law as its source of legitimacy, since it creates
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the law which can only apply to it after the fact. Contradictorily, Benjamin sees violence as
not only “law-making” but “law-preserving” (241). Law is used to maintain the legitimacy
(or illegitimacy) of violent acts. Benjamin therefore views the law as the mechanism for
It also follows, however, that the law‟s ontological relation to violence works
conversely to the sequence just mentioned of violence creating law. It is not so much that
the law creates violence as it is that the law sets up a system whereby violence can be plotted
the limits and legitimate use of . . . violence” (490). Let me specify. There are acts of
violence which stand on both sides of the law. Benjamin gives the example of the police
officer‟s violence as “legitimate” (243). But there are clearly “illegitimate” criminal acts of
violence which fall outside the justification of the law, such as most modern cases of assault
and robbery. In other words, all acts of violence fall into a formation that places them in
some relation to the law, namely, either inside or outside, either under sanction or violation.
This is not to say, from my standpoint, that violence originated the law or that the
law originated violence. Although it might be intuitive to think that the law arises as a
response to violence, one might argue that in order for violence to be considered violence,
the law must already be in place, if implicitly. So instead, they are in a dialectical relationship,
co-occurring and dependent on one another, each coming into play as the other emerges,
each giving definition to the other as they exist in tension with each other.
Does this mean that all political actions in regards to the law are designated by their
relation to violence? Benjamin does not reach this extreme standpoint of saying that every
political action is violent. For example, Sinnerbrink points out that Benjamin regards the
proletarian general strike as a non-violent way of negating the law. Not surprisingly, Derrida
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reads violence into the non-violent suggestions of Benjamin by claiming that Benjamin‟s
discussion of non-violent strikes is actually violent. Moreover, Derrida reads any and all of
that there can be no true distinction between state violence and strike violence. Each is
subsumed in the other, meaning that both are contaminated with the other and so cannot
How does Derrida reach this point? Violence in Derridean thought, being
remarkably similar to play, is sewn into the deepest level of metaphysical meaning. In the
chapter “The Violence of the Letter” from Of Grammatology, Derrida traces the derivation of
physical violence from its more basic anthropological and linguistic roots. He theorizes:
There was in fact a first violence to be named. To name, to give names that it will
prescribing the concealment of writing and the effacement and obliteration of the
so-called proper name . . . a third violence . . . what is commonly called evil, war,
Derrida‟s threefold conception of violence suggests that the difference between a name and
the person it signifies is necessarily the primary violent act; it is a creation of difference
where there is naturally no difference, a splitting apart of what might otherwise have been
(or what has been commonly perceived as) whole—although, the point for him is that the
whole is always already nonexistent, broken. The arche-violence, the violence of distance, of
lack of presence where the proper name cannot be immediately connected with the unique
individual, is the first level of violence. The secondary and tertiary orders stem from this
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one. Law and physical violence, then, are different applications and extensions of enacting
the primary violence of linguistic difference, each building on the one before it.
This conception of violence as difference is also the problem with anthropology, and
by extension, Western metaphysics. Derrida quotes Rousseau in order to make this point:
“But to study man, one must extend the range of one‟s vision. One must first observe the
differences in order to discover the properties” (106). Afterwards, Derrida describes this
passage as “militant,” a unexpected term given the absence of explicitly violent diction in the
passage. So where does the warlike language enter? Derrida‟s difference as violence here
suggests that the anthropologist is the scientist who creates violence by her very study of
types of humankind. By studying people, one releases violence, since an analysis of people
necessarily employs linguistic difference, for it must use terms of designation, classification,
application can be distributed to the rest of the sciences and the Western tradition in general.
All such investigations depend on a study of humans one way or the other, and all create
difference, in spite of the fact that all these traditions claim to, and are often assumed to be,
a foundational violence.
I have attempted to outline the link between Derrida and violence in the sense of
difference being the fundamental structure of violence. Derrida‟s well-known term différance
is also a useful tool (or perhaps weapon) in fastening his method to D&D. Both the
difference in meaning of signifiers and the deferral from one to the next capture and model
the tendency of the D&D narrative to bypass a definite connection with the original
narrative, or the scripted one. The Derridean Stiegler, in a seemingly cryptic turn of phrase,
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discloses that “différance is both the opening to the possibility of the singular and what always
already condemns this singular to be composed with that which reduces it” (250). As a
signifier simultaneously evokes and generalizes singularity, it does violence to the whole
negation intuitively functions opposite to and along with acts of creation or production. But
I grant here that this abstract level of violence in D&D equally applies to all linguistic
texts. The violence of representation certainly works on a level distinct from the grounded
level of formal violence discussed in the first part of this chapter; however, it is the
coextensive nature of both violences, formal and linguistic, that so enmeshes D&D in
violence. This is not to say that violence determines the whole D&D game, but that its
realization occurs in multiple areas of application, areas that when the game is played operate
simultaneously and are thus interconnected, and so show the extent to which violence helps
structure D&D.
Deferral of meaning and difference between signifier and signified both entail
violence and both carry over to the violence of the D&D narrative. Recall Herman‟s third
process involves Bruner‟s idea that a world exists before the narrative, what I discussed in
my previous chapter as Schank‟s and Abelson‟s conception of scripts. Bruner alleges, “For
to be worth telling, a tale must be about how an implicit canonical script has been breached,
violated, or deviated from in a manner to do violence to what Hayden White calls the
„legitimacy‟ of the canonical script” (11). The world that exists before the narrative is played
out must be written over, on top of, and thereby erased by the actual narrative. This
“original” world is understood by the reader as preexisting the narrative and as always being
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deleted, overwritten, because of the narrative being told. So part of the structure of
departures and deviations from the original script that make the story interesting. Violence
The best part of adventures for many PCs is not in playing out the plotline by its
script but instead is found in the individualized choices made during the adventure, which
give it unique shape and identity. It is through the violence done to these scripts that D&D
creates its storyworlds and thereby interrupts equilibrium, illustrating Herman‟s world
disruption. The script is never really followed—is, in fact, always already unplayed. Truly
playing the script in D&D is necessarily deferring the meaning of the script to the particular
(i.e., situatedness) surrounding any D&D group. It is this difference in storylines, their play,
that always diverges from the script and that enacts violence on a structural level. The
original narrative, like Derrida‟s “original” language of presence, cannot be said to exist in
players or as a platonic potential form which is never realized. The narrative is always
broken by deferral to another narrative, the plot never played, the characters never matching
up with pre-designated paradigms. In this sense, then, D&D suggests a de-suturing of the
narrative, never having a one-to-one match between signifying arche-narrative and signified
played-narrative. Derrida‟s linguistic model of différance here accounts for the narrative
One final poststructural perspective illuminates the D&D narrative, this one similar
to the deferred script but from a hermeneutical viewpoint. Interpreting de Man, Žižek in
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disfiguring the interpreted text; paradoxically, this disfiguration supposedly comes much
closer to the „truth‟ of the interpreted text than its historicist contextualization” (95).
Commenting on this passage, Wolfreys suggests that the violence here cannot be so simply
defined, because in that act, the person defining would be doing violence to violence, or, as
he says, “To suggest . . . that „violence is X‟ or „violence is not X‟ is to miss the extent to
which the figure or the very idea of violence in discourse or language, before any physical
act, is normalised, naturalised, and has passed into an unthought framework within which
violence and Wolfrey‟s Derridean notion of the ontological violence of all discourse apply to
D&D. Each playing of D&D is an interpretation of the intended script. Each game is
therefore a disfiguring of what that script purposed and yet, seemingly paradoxically, is closer
to the underlying truth or intent of the script, if not the initially perceived understanding of
fulfillment of the script‟s purpose. So even when the PCs deviate from the planned dungeon
where the whole adventure is supposed to have taken place—perhaps they decide that the
Lich-king is not so awful after all and they would rather subdue the nearby wilderness—they
are being true to the spirit and intent of the game. The play of violence occurring as the PCs
co-create the narrative takes place through their reinterpretation and rereading of the
narrative. In doing violence to the script, the players actually effect it; in deviating and
deferring, they actualize. Violence is performed by the characters‟ actions in the play of
D&D.
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mindflayers, and the occasional epic-level hero, violence produces the meaning for both
picaresque characters and the players who give them life. Yet it is not structural, ontological
violence alone, but violence in and as play. Unlike most conventional narratives, the D&D
narrative arises collectively from the players who intuitively enact forms of violence. As the
production is deferred from one player to the next in a multiple-focus narration à la Altman,
the narrative of one character is forestalled by the interruption of the next character. Play is
only achieved when, under the flexibility but restrictiveness of the rules, characters do
Far from being a total system that demystifies D&D‟s operations, violence as play is
only one entrance into D&D‟s particular undertaking of the many collectively written
TRPGs. Instead, one of the main points of this chapter, and a refrain in the whole thesis, is
narrative” of D&D. My first chapter suggested new narrative forms to replace inapplicable
terminology and categories. D&D‟s narrative quality of being collectively created through
social interaction entails a modification of the typical narrative terms that work well for
conventional novels and short stories. D&D must be revised in scholarly conceptions to
make room for the social, game, and narrative frames that structure it.
Following this same line of reasoning, the second chapter argued a new status for
D&D against the typical views of it as a just an escapist game. D&D‟s complex narrative
structure, especially demonstrated through its ontological focus on worlds and characters,
attributes to it the same qualities that McHale has connected to postmodernist fiction.
Indeed, as I have shown, D&D‟s extra dimension of social creation allows it to fit McHale‟s
In the same manner as the first two chapters, this chapter has revised standard
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notions of meaning-making in the D&D narrative. Violence working through the genre-
based subject matter, through the interworkings of games themselves, and through the
theoretical operation of Derridean violence explains more fully how the complex narrative
and game aspects of D&D function. With these re-conceptualizations, new scholars may
take on the task of honing in on particular D&D narratives and reading them as literary
works.
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Afterword
Not everyone plays D&D, so what do my chapters on its narrative provide for the
outsider? Besides a specific extension of narrative theory, they offer insight into the nature
D&D‟s postmodernist status makes it an excellent cultural artifact for current analysis of
identity. Although many cultural critics argue for the complete creation of identity by roles,
I believe that identity is more than the sum of its socially collected forces. However, both
my position and theirs can recognize the importance of role-playing, especially in a social
climate which is constantly producing emerging technologies that mediate reality. With the
pluralization of media in a postmodern world, people occupy more roles than they used to as
transmission. Sherry Turkle‟s recent book Alone Together: Why We Expect More from Technology
and Less from Each Other (and the title says it all) points out the continuing danger to our
identities in a culture being rapidly rewritten with new technologies. All this alerts us to the
To close the larger project of the narrative forms of D&D, I suggest that role-played
characters are more than fictional constructs, but are significant in the development of the
players‟ identities, and are in that sense real. Fine argues that TRPGs “have social structure,
norms, values, and a range of cultural artifacts, which if not physically real, are real to those
who participate in them” (123). Our conventional distinction between fantasy and reality
blurs as players exist across frames in both worlds at once. Since ontology is foregrounded
in D&D, it is not surprising that what happens in the game may be relevant to other
locations of being.
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These sentiments may seem well and good in speculation, but can anything more
specific than “they affect identity” be said about TRPGs‟ real influence on gamers? In fact,
it can. Mello has performed sociological research at DragonCon, a large gaming convention
that meets annually in Atlanta. She asked gamers if they used knowledge learned from
TRPGs outside of the game. The responses were highly in the affirmative, with nearly fifty
percent claiming that vocabulary, trivia, and social skills transferred into real-life uses. Ten
other categories of skills learned from gameplay were mentioned, all with significant
TRPGs can take up a significant amount of time, the information learned while gaming
and undeniably escapist tendencies, D&D and other postmodernist TRPGs do create a
narrative that goes beyond the metaphorical realness commonly ascribed to traditional
they find their own character and knowledge increasing with the development of their role-
played characters. Rules and other factors that help structure the D&D narrative game carry
over into developmental forces that grow certain parts of identity. Despite the superficiality
and lightness that often characterizes D&D games, its relevance to ongoing studies of
White relevantly points out, “Narrative becomes a problem only when we wish to
give to real events the form of a story” (8, italics removed). In the same way that I have
catalogued the instances of violence in D&D to perpetuate its narrative, White sees narrative
itself as a violent imposition on experience. Indeed, many of the implications that I have
been making are based on the premise he critiques. However, even if real events are not
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naturally in narrative form, we often perceive and actively structure them that way. In a
game like D&D that not merely imitates real life, but exists outside the magic circle and in
real life, the importance of narrative is underlined even more. So I end by arriving back at
the purpose of narrative study, that by discerning more precisely how narratives operate,
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Notes
Preface
1 I refer the reader to the wide body of literary and cultural criticism in the tradition of poststructuralism for
examples of this tendency. Here are a few instances of what I mean. Butler‟s position in Gender Trouble argues
that the male-female binary is false by looking at exceptions, such as Herculine Barbin (32 and elsewhere).
Barthes‟ critique in S/Z that because structuralist models do not fit all narratives, they are false is another
example. Similarly, in Allegories of Reading de Man suggests that because some sentences do not mean what they
“phenomenologically, the realities of gamers are not clearly distinguishable between offline and online realities”
(170), I contend that such a view is naïve in that it does not recognize the complex ways that computer
mediation transforms both phenomenology and narrative. See any number of books by Sherry Turkle for
Chapter 1
3 My thesis employs headings and subheadings to organize the material. Note that I use small caps for major
2010 The Functions of Role-playing Games: How Participants Create Community, Solve Problems and Explore Identity.
5 The Columbia Dictionary of Modern Literary and Cultural Criticism suggests that while text refers to a physical
document in its first sense, it may refer to any system of signs in more recent usage (303).
6 Mackay agrees with this point later in his book, but does not include it in his initial statement or in any
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9 In contrast to the dearth of criticism on the D&D narrative, there is an abundance on its historical origins.
See Marshall, “A World unto Itself: Autopoietic Systems and Secondary Worlds in Dungeons & Dragons.” See
also Wizards of the Coast, 30 Years of Adventure: A Celebration of Dungeons & Dragons.
10 PCs receive Experience Points for their completion of certain tasks, a rule that essentially turns a character‟s
actions into numbers. These are determined from a chart with exponentially increasing figures that is used to
Narrative” argues that linguistics should be the model for narratology, and so because linguistics “found its
proper footing” when it switched from induction to deduction, the same should be true of narrative study (38).
For its part, induction, like deduction, has deficiencies as an approach to narrative study, since it is always
limited by the domain of works it considers. It therefore always leaves out certain works, privileging a canon
12 Postmodern conceptions of texts have pointed out the value of the reader (and consequently, her experience)
in interpreting the text. Barthes‟ idea of the writerly text exemplifies this movement. Nicol clarifies Barthes‟
definition as a text in which “readers are obliged to produce their own meanings from fragmentary or
contradictory clues, thus effectively writing the text themselves” (44). One might argue, then, that all texts have
this same requisite quality of experience that I have labeled to D&D. However, I contend that in D&D,
experience comes from making the choices for the characters, while writerly texts, no matter how much
authors might try to structure them into “open” forms, provide agency only in the form of interpretation, not
textual creation.
13 I do use Genette in an analysis of narrative time in my second chapter. However, I do not employ him in
story cannot be ascribed to narrative form alone, but rather arises from the interplay between the semantic
content of the narrative; the formal features of the discourse through which such narrated content manifests
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itself; and the kinds of inferences promoted via this interplay of form and content in particular discourse
contexts” (“Toward a Socionarratology” 229). See also Herman‟s explanations in Teaching Narrative Theory.
17 The word “occurs” or the phrase “is being told” might be a more grammatically appropriate expression for a
story happening in the present tense, which therefore cannot be “told” in the literal sense.
19 Morson‟s argument here is certainly against a strong line of criticism that contends for the concluded nature
of Tolstoy‟s works. As Georg Lukács has defended, War and Peace concludes authentically, not only for the
Chapter 2
20 See David Herman‟s “Modernism Versus Postmodernism: Towards an Analytic Distinction” for another
example, or see Ernst van Alphen‟s “Review: The Heterotopian Space of the Discussions on Postmodernism”
for an examination of other such approaches from the 1980s to the modern-postmodern divide.
21 Indeed, both Mackay and Cover draw heavily on structuralist theory when they give lip-service to theory at
all. Although my thesis may on the surface seem even more generalizing than theirs, McHale‟s thesis and, as a
D&D exemplifies many of the relations that possible-worlds theorists such as Lubomír Doležel and Doreen
Maitre discuss in their studies. I foray into possible-worlds theory in chapter 3, so at present I merely note that
possible-worlds theory and its application to fiction foreground the ontological dominant present in
postmodernist fiction.
23 Certain adventures have been written into modules that show up in each new edition of D&D. I would
more restrictive than other editions. The game was redesigned from a very open-ended model to a closely
structured model where the player chooses different varieties of her class. Most classes have two heroic tier
paths to choose from, and at each level which powers they get are limited to usually two to four choices. This
new way of structuring classes in D&D has the disadvantage of making character development less open-
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ended, but the advantage of adding ease in creating new characters, especially for beginners. Because players
are more likely to play an archetypal character this way, it mitigates the role that experience might play in
26 It is remarkable and paradoxical that the use of sous rature can emphasize a character‟s ontology more than the
skill of the PCs, the chance factors of the dice, and multiple subject positions (but never just one of these).
28 A familiar is a small creature that a wizard has a close bond with and can use as a conduit for magic.
29 I am referring here to the common belief in cultural studies that identity is constructed by roles.
30 I do concede here that such a statement highlights epistemological questions in D&D. As mentioned, even
ontologically-dominant postmodernist works have instances where epistemology stands out. Such a question
31 McHale does not make this point explicitly. His analysis of time travel in science fiction, however, indicates
that my point here about the complication of postmodernist time is true. See his subsection called “The
32 This particular example is also an instance of Genette‟s durational category of Summary. As can be seen
from the other examples, however, Genette‟s typology does not account for all narrative speeds in Narrative
Discourse. Neither does he revise the typology in the succeeding study Narrative Discourse Revisited.
33 As a linguistic aside, it is ironic that this interpretation results in scripts operating opposite of theatric scripts.
While the latter designates what will be said, the former provides contingency in preventing a determined
storyline.
34 Constructing Postmodernism, McHale‟s follow-up book to Postmodernist Fiction, does reference Jameson‟s
Postmodernism, which is published between the two works. However, McHale does not reference Jameson on
ideas surrounding pastiche (269). Jameson discusses pastiche in earlier work but condenses it in the 1991 book.
35 Fine follows this point with a nearly exhaustive sermon about superstitions and their implications that come
about from players‟ desire to have control over the dice. One might argue that this is one of the key conflicts
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that goes on in the D&D narrative, not in the narrative frame but the game frame, where the results of those
38 I find it fascinating that the opposite of this is true as well—that when D&D groups find themselves in social
spaces apart from the game, they will often make references as though they are in the game. For instance, a
group in West Lafayette, Indiana, will enter a room with dice in it, and one of them will immediately suggest
Chapter 3
39 In this chapter, except when otherwise noted, I will be using the term play as the main activity of a game in the
same way that violence might be the main activity of an assault. Since play is also a verb, I will use it as the
action of game. Occasionally, I use the term gameplay to indicate the structured interactions determined by the
game and to differentiate it from alternative meanings of play, such as the poststructuralist meaning.
40 Frames have considerable discussion in relation to narrative, as has been already laid out in my first chapter.
Relevant to this chapter‟s theme of games, though, Nachmanovitch notes, “Play is not the name of an act or
action; it is the name of a frame for action,” as if to suggest that all of play is really just a matter of frames (2,
emphasis his).
41 By taking Herman‟s definition instead of the common one of diachronic time, I do not mean to elide the
relevance of a more conventional understanding of narrative time. Since D&D is based in a ficto-medieval
world, the time period is one of the most violent components of D&D, that era having had no shortage of
wars. Setting, however, has very little to do with an actual historical time period. Not only has the fantasy
genre rewritten medieval times into a completely new and fictional world, but that recreated world has bled
over into the popular conception of the Middle Ages. David W. Marshall‟s thesis in “A World unto Itself”
argues that D&D is essentially a Tolkienian “Second World,” an autopoietic, or self-created, system which
develops its content from itself, not from the external (or actual) environment, i.e., the real Middle Ages (171).
According to Punday, D&D‟s world is not limited to medieval Europe, but also has roots in other cultural
mythologies, including Egyptian, Greek, Norse, and Indian (“Creative Accounting” 122). Its broad range of
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roots, then, proposes that the time-period of D&D is often thought to be in some kind of heterotopic Middle
Ages, but the reality of the material D&D uses has progressed far away from any origin in historical reality.
42 I concede that some DMs enjoy puzzle-based adventures that are devoid of violence. This tendency, though,
43 See Genette‟s chapter “Order” in Narrative Discourse for relevant parallels with Herman.
44 Herman leads the argument too far when he intimates that this identification is a complete transferal of
qualia from character to reader. Narrative, however, over other forms of representation, does allow mimetic
experience to be compared and contrasted among similar experienced situations, not from physical descriptions
the same experiences as the characters and for players to understand the “is” of characters, their being.
46 This view of play recalls Miss Havisham‟s absurd injunction to Pip in Great Expectations to play: “ „I want
diversion, and I have done with men and women. Play. . . . I sometimes have sick fancies,‟ she went on, „and I
have a sick fancy that I want to see some play. There, there! . . . play, play, play!‟” (59).
47 Waskul and Lust argue that rules have very little bearing on D&D gameplay, that they are only “guidelines”
which can be bent, and that this “bendability” is what makes D&D so much fun (340-1). I argue just the
opposite. D&D‟s rules define the premise of the game and form the boundaries of what may be done, creating
an inside-outside relationship. Each of the three core rulebooks of D&D is around 200 pages long. In general,
I have found that groups adhere closely to these reams of instructions. So when the Monster Manual says that
an elder red dragon has the ability to cast the power Immolate Foe (83), it is unusual for this rule to be changed
by any of the players or DM. The DM, of course, is in a sense sovereign (in the same way that Agamben writes
about the sovereign power of the state) over the rules and may suspend them at any time if need be. The DM‟s
sovereignty, however, is only constituted by her tendency to uphold the rules. Subjective use of her rule-
breaking power, therefore, cannot be a common occurrence. The frequency of such suspensions is the
48 See Castronova‟s chapter “The Almost Magic Circle” in his book Synthetic Worlds: The Business and Culture of
Online Games for a look at how the magic circle plays out in digital gaming.
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49 The body of criticism on Huizinga has not neglected to complicate the overly artificial nature of the magic
circle, realizing it as a superimposition on physical reality. Morson tends to agree that games may have their
own space, which, using Huizinga‟s idiom, players may “step” into or out of. However, even as someone
moves out of the real world and into the space-time of the play-world, she of course sees the important
difference between the two worlds: the play-world may be entered and exited, but exiting the real world into
the play world is not exiting the real world at all (134). Ryan, though, points out that the magic circle does not
apply to all games, such as some word games and other non-spatial games (“Playfields” 162).
50 There is room for scholarship to be done on the connections between rules in games and modalities in
possible worlds theory. It seems that modalities, or “logical constraints that frame a state of affairs,” are quite
similar to rules in games (Punday, “Creative Accounting” 132). See Doležel, Heterocosmica, 1998.
51 Ironically, there is a card game called Fluxx produced by Looney Labs in which the rules of the game
52 Golumbia later concedes that it may have been Derrida‟s intent to suggest the former interpretation as a
54 Waskul and Lust argue that D&D is more like mimicry games than alea games, since D&D is obviously a role-
playing game (336). Yet instead of it being a matter of one or the other, D&D has the essential qualities of both,
and although it presents the make-believe setting necessary for games of mimicry, its rule system is premised on
violence. An additional way of seeing violence might be as perceived randomness, that which is unknown and
always seems a violation to what one would expect. This is not simply to say that violence is unpredictable, but
rather to say that the qualia of violence seem to touch some unknown aspect of inner life. For related
thoughts, see The Body in Pain: The Making and Unmaking of the World by Scarry, 1985, chapter 1.
56 Punday points out that D&D has realized this need for unknowns since its inception. He quotes a pertinent
passage from cofounder Gygax‟s original handbook for the DM, explaining that the DM is privy to certain
information that the players are not. As the handbook states about itself, “you must view any non-DM player
possessing [the Dungeon Master’s Guide] as something less than worthy of honorable death” (“Creative
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Accounting” 126). If the players learn all the strategies or data about the campaign world, then their unknowns
mechanisms of variability. This list, of course, is not exhaustive. Randomness may be ad hoc incorporated into
any aspect of D&D. As a DM, I often rolled dice to see which “random encounters” the group would face.
PCs, too, sometimes roll dice to make decisions for their characters. Randomness becomes a tool or prop, just
like the handbooks or game miniatures (figurines used on the battle grid).
Six dice make up nearly all the random actions in D&D. The twenty-sided die (D20) is the most
relevant of these. Its primary use is the attack role. But the D20 is rolled in other cases besides just attack
roles. It is the variable in determining the characters‟ order of attack, it is rolled when making any skill check
(such as jumping across a pit), and it is sometimes used in various randomly-determined charts and tables. For
one player or creature to attempt to attack another, the D20 is rolled and its result added to other modifiers.
Modifiers are numbers which are added on to the roll of a die. For example, if a player has a high strength
score, her strength modifier will be added on to skill checks which use strength, such as Athletics checks. This
random, albeit partially adjusted, number is faced against a static number of the creature being attacked. This
second number is known as Armor Class (AC). The attacking number—the one most correlated with
violence—is the random mechanism in the base sequence of D&D battles. Admittedly, the second edition of
D&D used a random number for the defense instead of the attack. The attack was then the static number.
When Laura rolled a critical fail in my sample battle scene which opened this chapter, the roll of her die was the
direct cause of her character‟s arrow missing its mark and hitting Torag (Phillip‟s character). Randomness of
Other dice include the D12, D10, D8, D6, and D4. These are chiefly rolled both for character
creation, which I have discussed in relation to violence, and for determining the damage inflicted by a particular
weapon, spell, or other power. Take the battleaxe, for example, a common weapon for dwarf paladins. It deals
one D10 (plus modifiers) damage, the sum of which is subtracted from the enemy‟s health score (hit points
[HP]). Not only, then, is the major method of attack largely determined by a random result, but the amount of
damage dealt is also determined randomly. While PCs will often do their best to mitigate the randomness by
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58 Recall my discussion of “ordering” as violence in D&D earlier.
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