Dungeons & Dragons & Dewey
Dungeons & Dragons & Dewey
Dungeons & Dragons & Dewey
Susan Haarman
Loyola University Chicago
Just over a year ago, over 257,000 people watched in real time as a
group of six companions negotiated the difficult decision of what to do after a
tragic loss. 1 The group engaged in emotional deliberation alongside logical
analysis and even attempted some creative problem solving. At the end of a
twenty-minute conversation and heated argument, the six had come to a tentative
consensus, ultimately deciding to pursue the specific goals of one person on the
potential that it might result in new ways forward. The event in question was an
episode of Critical Role: a weekly web series that broadcasts seven voice actors
as they play the tabletop role-playing game Dungeons & Dragons. 2 The
dynamics on display were some of the complex negotiations that tabletop role-
playing games (RPGs) typically demand of their players in order to ensure that
games move forward in a way that is effective and enjoyable. The viewers of the
Critical Role live stream were not only watching individuals play a game, they
were also witnessing an unintentional enacting of some of John Dewey’s
philosophical principles around educative deliberative process and its impact on
the civic and moral habits of individuals. Players were practicing Deweyan
dramatic rehearsal.
The efficacy of tabletop RPGs as an educational and therapeutic asset
in schools has been extensively studied, with many middle and high schools
employing these games as extracurricular activities because of their positive
impact around identity formation, empathy, and social skills. 3 More recent
iterations of tabletop RPGs are also being intentionally designed to encourage
thoughtfulness, experimentation, and creative problem solving. 4 The designers
of game playbooks detail cooperation, compromise, intentional direct action,
Create Community, Solve Problems, and Explore Identity (Jefferson, NC: McFarland &
Company, Inc., 2010).
© 2022 Ohio Valley Philosophy of Education Society
PHILOSOPHICAL STUDIES IN EDUCATION — 2022/Volume 53 57
5 Playbooks is the term often used for guidebooks that detail game rules and settings;
Brent Jans, “Creator One-on-One: Olivia Hill,” The Rat Hole,
https://therathole.ca/renaissance-gamer-01-21-20/ Retrieved 2020-02-23.
6 Bowman, The Functions of Role-Playing Games, 3.
7 Or a zoom call.
8 Aaron Hollander, “Blessed Are the Legend-Makers: Experimentation as Edification in
10 Daniel Carlson, “Beyond Bikini-Mail: Having Women at the Table,” Dialogue: The
that Dewey’s writings on it are opaque and somewhat disjointed. 13 One of the
clearest descriptions by Dewey is found in his 1908 edition of Ethics.
13 Fesmire, John Dewey and The Moral Imagination; William R. Caspary, “Ethical
Deliberation as Dramatic Rehearsal: John Dewey's Theory,” Educational Theory 41, no.
2 (1991): 176.
14 John Dewey, “1908 Ethics,” The Collected Works of John Dewey, 1882-1953, ed. Jo
Ann Boydston (Carbondale and Edwardsville: Southern Illinois University Press, 1967-
1991), MW 5:293.
15 Steven A. Fesmire, “Dramatic Rehearsal and the Moral Artist: A Deweyan Theory of
Moral Understanding,” Transactions of the Charles S. Peirce Society 31, no. 3 (1995):
568-597; Caspary, Dewey on Democracy; Rowdy Hildreth, “Reconstructing Dewey on
Power,” Political Theory 37, no. 6 (2009): 780-807.
16 William Caspary, Dewey on Democracy (Ithaca, NY: Cornell University Press, 2000),
113.
17 John Dewey, “1908 Ethics,” MW 5:290.
18 Maurice Hamington, “Care Ethics, John Dewey’s ‘Dramatic Rehearsal,’ and Moral
Your actions have consequences and many of them are shared socially. The
importance is summed up colorfully in the playbook of the game Urban
Shadows, underneath a section head entitled “Why play?”
But why do this? Why go to all this trouble just to tell a story
when you can turn on the television and find thousands of
stories. Why do this much work? Because the characters are
fucking awesome. Because no matter how awesome the
characters might be individually, taking on the city’s forces
and trying to make it —they're even more awesome mixed up
with each other. 19
19 Mark Diaz Truman and Andrew Medeiros, Urban Shadows: Political Urban Fantasy
Powered by the Apocalypse (Albuquerque, NM: Magpie Games, 2015), 22.
20John Dewey, "The Middle Works of John Dewey, Volume 14, 1899-1924: Human
eighteenth century?." Digital Defoe: Studies in Defoe & His Contemporaries 4, no. 1
(2012): 41.
26 Mikko Meriläinen, “The Self-perceived Effects of the Role-playing Hobby on
29 Wizards of the Coast, Basic Rules for Dungeons and Dragons: 5th Edition, 2014.
2020), 7. In addition to asking players to think about impact, the book also complicates
both the decision to include or not include these structures. “This would be a good time
to decide whether your game features ‘fantasy oppression’ such as racism against fae or
legal restrictions on magic. These forms of oppression may seem safer to work with than
real-life power dynamics, but sometimes they’re even riskier. Precisely because they
feel safer, they can encourage individuals to exaggerate prejudiced behavior. They may
also lead to misery tourists, players who like pretending they’re marginalized people to
enjoy the illusion of challenge and adversity on a temporary, low-stakes basis. Fantasy
can be a fun, safe space to explore some of these concepts, but keep the safety measures
in mind in case they get exploitative.”
31 Maurice Hamington, “Care Ethics, John Dewey’s ‘Dramatic Rehearsal,’ and Moral
games. Growth and change, the great Deweyan watchwords, become the larger
goal as characters face their own demons, find purpose, and fail as much as they
succeed.
Dramatic rehearsal does not assume that decision makers have a
complete understanding of every possible course of action, alternative, risk, and
consequence of the decisions that they are facing. It is through these
considerations in the deliberative process that value preferences are surfaced,
making value formation an integral and emergent part of the decision making.
Dewey called it an “ends in view” approach, in which habits are both approaches
and potential moral manifestations. Similarly, in RPGs, outside the game
narrative, the process of play with others reinforces habits as well. Hollander
highlighted the fact that within the world of D&D, compassion and teamwork
are not required, let alone explicitly encouraged. Deceit is actually functionally
rewarded and stealing a horse from a peasant takes far less time than earning the
gold to buy it. But the playing of the game itself requires empathy, collaboration,
and patience in negotiating complex dynamics with others.
Non-utilitarian
Dramatic rehearsal also takes an intentionally non-utilitarian approach,
focusing not on assessing the cost benefit trade-off of a situation, but engaging
in a creative problem-solving process the purpose of which John McVea called
“the construction of the good.” 32 Broader and more generalized ethical principles
have a role in dramatic rehearsal, but they are one deliberative factor amongst
others. Additionally, both Fesmire and Caspary claim that, because of dramatic
rehearsal’s orientation in the pragmatist tradition, any value claims need to be
understood as corrigible. When participating in dramatic rehearsal, one’s
habitual beliefs are challenged as alternative means of action are imagined in
vivid, emotion-laden detail, and strategies are contextualized by the reality of the
lives that will be affected. The corrigibility of those same habits and beliefs
means that just as an individual is impacted by the process of dramatic rehearsal,
so too may their understanding of guiding ethical principles. Far from courting
moral chaos, Dewey clarifies that it is not a choice between throwing away
previous rules or sticking obstinately to them. Instead, it is a matter of looking at
one’s habits and expanding or revising them. Dewey said, “The problem is one
of continuous, vital re-adaptation.” 33
The development of critical ethical reasoning through role-playing
games via the mechanism of choice was studied by David Simkins and
Constance Steinkuehler, who posit that players will consciously view the choices
they are making as having moral impact when the decisions are significant and
effect change; are impacted by social context; and result in a level of mirroring
from the game. 34 It may seem strange that games which contain extensive
structuring and rules would be a place of moral contingency and
experimentation, but the preferences and agency of those playing takes primacy.
Hollander says, “The extent to which constraints are actually nuanced or resisted
in the course of a narrative is dependent ultimately on the choices made by
specific tables. The power of the narrative is always greater than the power of
the system.” A study by Alex Atmore showed that players develop complex
relationships with the rules associated with the games and often adjust their view
of how valuable rules are depending upon setting and experience levels of
players. 35 A player would simultaneously talk about the importance of structure
and frameworks and in the same breath emphasize that if the individuals playing
the game were not enjoying themselves, the rules should be revised.
Emergent outcomes
Finally, the process of dramatic rehearsal acknowledges emergent
outcomes in the deliberation process. McVea, a business ethicist, recommends
the process of dramatic rehearsal for complex decisions because it recognizes
that alternative ways of proceeding and major risk are often endogenous and
thereby need creative consideration. Dewey and other pragmatists believed that
ethical problems are typically solved through moral progress rather than moral
illumination, so the emergence of additional ways of proceeding in a given
situation becomes an essential aspect of dramatic rehearsal. Caspary says,
“Ethical conflicts can be settled by creative choices that harmonize competing
interests instead of simply picking the most pressing or weighty interest forgoing
others.” 36
The paper has primarily focused on player choice in tabletop RPGs as
something that occurs within a bounded reality and yields consequences. I have
not yet emphasized the element of co-creation inherent in those same choices.
While style of play and level of influence can vary from game to game, game
masters (GMs) are as impacted by their players’ decisions as players are by
theirs. Because of the mechanics of chance and emergent outcomes of choice,
GMs have to be responsive to game action and practice some level of
improvisation to run a game. Although many use sourcebooks with guidelines
and extensive material around suggested encounters, ultimately the result of
34 David Simkins and Constance Steinkuehler, “Critical Ethical Reasoning and Role-
Play,” Games and Culture 3, no. 3-4 (2008): 350; The ways in which elements of the
game respond to a character's choices (i.e., potential course of action is no longer viable
to the player or an NPC expressing intense disgust at a character’s actions and refusing
to work with them).
35 Alex Atmore, “Just Rol[l/e] With It: the Sense-Making Practices of a Tabletop
gameplay is uncertain — and both GM and players are negotiating and being
impacted by that uncertainty. Tresca says that a game master has to be able to
serve both the role of world builder, adjudicator, and supportive narrator,
requiring skills around both creative authority, collaboration, and the
discernment when to know when to use each. 37 Some tabletop RPGs refer to the
game master as the “Storyteller,” emphasizing a focus on narrative continuity
and not rule imposition. 38
As a GM, I have employed a principle of co-creation with my players I
call “nothing is wasted.” Anything my players say becomes fodder for later
sessions. That off-handed comment a player made about being a water ski
champion? That is canon now, and I may push the narrative so that they will
likely have the opportunity to test that skill later. This approach ensures that
players have an understanding that their actions and choices have meaning and
influence. My players are creating aspects of the world alongside me, and,
although I may have structured a general narrative in a specific way, refusing to
follow emergent outcomes actually threatens the narratives coherence and
believability.
IMPLICATIONS FOR EDUCATIONAL PRACTICE AND APPROACH
If these games are a site to cultivate the practice of dramatic rehearsal
and deliberation, what does this mean for us as educators? First and foremost, it
is an invitation to recognize that these games hold tremendous power as
educational tools and to avoid conflating them with case studies or simple
simulations. The educational and therapeutic benefits of tabletop RPGs are well
documented, with Bowman classifying the benefits into the three categories of
cognitive, behavioral, and affective gains. 39 Tabletop RPGs have been integrated
into classrooms as a learning tool to present case studies, 40 teach literature, 41
1998), 40.
39 Sarah Lynne Bowman, “Educational Live Action Role-playing Games: A Secondary
Literature Review,” in Wyrd Con Companion Book, ed. Sarah Lynne Bowman (Los
Angeles, CA: Wyrd Con, 2014), 112-131.
40 David Simkins, “Playing with Ethics: Experiencing New Ways of Being in RPGs,” in
Ethics and Game Design: Teaching Values through Play, IGI Global, (2010), 69-84.
41 Mike P Cook, Matthew Gremo, and Ryan Morgan, “Playing Around with Literature:
Tabletop Role-Playing Games in Middle Grades ELA,” Voices from the Middle 25, no.
2 (2017): 62—69.
66 Haarman — Dungeons & Dragons & Dewey
42 William J. White, “The Right to Dream of the Middle Ages: Simulating the Medieval
in Tabletop RPGs,” in Digital Gaming Re-Imagines the Middle Ages ( Routledge,
2013), 69-84.
43 Jennifer Ann Grouling Cover, “Tabletop Role-Playing Games: Perspectives from
Narrative, Game, and Rhetorical Theory,” Masters thesis (North Carolina State
University, 2005).
44 Konstantinos Ntokos, “CodePlay: A Tabletop Role-Playing Game System used in
Racial and Gender Identities in Tabletop Role-Playing Games,” Mind, Culture, and
Activity 24, no. 3 (2017): 232-246.
46 Michal Mochocki, Role-Play as a Heritage Practice: Historical LARP, Tabletop RPG
Play Skills to Human Skills,” Simulation & Gaming 47, no. 4 (2016): 423-444.
49 Aaron Segal, “Depression RPG: Weaving Teaching and Knowledge into Gameplay,”
admitted that, in practice, this was unenforceable on a broader scale but said “If
someone who is fascist picks it up, there’s nothing stopping them any more than there’s
anything stopping them from ignoring any other rule. But I think it’s important that anti-
fascist art be explicit in its messaging so as to guarantee it’s not unintentionally seen as
a safe place for fascists,” Brent Jans, “Creator One-on-One: Olivia Hill,” The Rat Hole,
https://therathole.ca/renaissance-gamer-01-21-20/ Retrieved 2020-02-23.
PHILOSOPHICAL STUDIES IN EDUCATION — 2022/Volume 53 67
have already recognized the potential of these games as important moral and
civic educative spaces as they create opportunities in which people interrogate
their values and potentially build essential skills for citizenship. As educators,
we need to engage them with the same level of seriousness, or we risk leaving a
powerful educative tool unused.
Recognizing the potential of tabletop RPGs to familiarize and develop
the skills and habits of dramatic rehearsal in individuals opens up broader
opportunities for democratic education and moral formation. Especially as the
nation grapples with deeper levels of polarization, the dramatic rehearsal
cultivated in RPGs offers another tool for cultivating ethical and empathetic
citizens who also have a strong sense of their own capacity. According to
Fesmire, not only is dramatic rehearsal an essential tool of moral deliberation, it
also leads to action. 53 These games encourage and demand tremendous agency,
even within a bounded world. The formative potential of tabletop role-playing is
not merely a matter of imagining virtuous things. Hollander specifically calls the
experience of collaborative imagination through playing tabletop RPGs edifying
— transformational and educative — and believes that complex in-game
encounters and moral dilemmas allow players to clarify and act on political
commitments. 54 Civically committed educators should encourage players to
extend this action beyond the game by making intentional and explicit
connections and taking seriously the impact of play on individuals.
IMPORTANCE OF INTENTIONAL USE
As with any educational tool, these games have capacity for great good
when approached intentionally and also great capacity for harm if not used well.
While these games have the capacity for moral formation, empathy, and
relationships building, the participatory and discursive elements also have the
ability to encourage the replication of experiences of misogyny, racism,
oppression, and discrimination, especially when not well moderated. 55 Empathy
can also remain at surface levels without good reflection on the part of the player
or at the behest of the game master. Players may incorrectly assume that just
because they play someone of a certain identity, they now have a better
understanding of that standpoint. 56 Perhaps due to their origin as wargames,
many tabletop RPGs have violence as a main, if not primary mechanic. Players
in a party may work together collaboratively, but it is often to kill or overpower
someone or something else. The participatory narrative of games also has the
ability to allow for justification of actions, with players claiming that they were
57 Chad Mahood and Michael Hanus, “Role-playing Video Games and Emotion: How
Transportation into the Narrative Mediates the Relationship Between Immoral actions
and feelings of guilt,” Psychology of Popular Media Culture 6, no. 1 (2017): 61.
58 Jacob Eriksson, “Violence or Challenge?: Determining Factors for Conflict
two six-sided dice and the game master typically does not roll at all and instead
responds to player actions and rolls. Combat is one of many other optional ways of
interacting with other characters.
PHILOSOPHICAL STUDIES IN EDUCATION — 2022/Volume 53 69
The Quiet Year kind of asks you to sit with…how do you relate
to community when we’ve made, you know, 40 weeks’ worth
of potentially subpar choices… Like how do you live with
community when only 75% of your needs are getting met?
And that's something that comes up in a few other games as
well. That question of like, when things aren’t perfect, how do
you keep trying to push forward together? 60
players learn to utilize the raw skills around conflict resolution and negotiating
competing needs while moving toward a common goal, the lines between play
and preparation for political life blur.
Although they are primarily meant to be games played for the autotelic
reward of creating and experiencing a shared narrative, tabletop RPGs contain
rich formative potential around democratic civic behavior and identity. Even
though many games have not stepped fully out of the shadow of their wargaming
progenitors and still rely on violent action as driving elements, game mechanics
and game play is still rooted in collaborative storytelling and co-creative world
building alongside other players and a game master. The activity — especially
when done with others — demands high levels of imagination, participatory
commitments, self-reflection, creative problem solving and collaboration from
players. As they work toward a common goal, players are also negotiating
competing needs of their party members and building and rebuilding consensus
for actions. This sounds remarkably like being an active democratic citizen.