Dimension 20’s The Unsleeping City: Fantasy and Play as Means of Claiming Agency in Modern Dystopias

By Emma French

Although the degree to which a game of Dungeons & Dragons (D&D) is required to contain a meaningful narrative differs amongst player groups, D&D’s facilitation of storytelling is now widely acknowledged.[1] According to Jennifer Grouling, ‘something about the TTRPG [tabletop roleplaying game] invites a narrative response’.[2] This is especially true of livestreamed, podcasted, or edited ‘actual play’ D&D – games that often include actors, comedians or other creative professionals, and that are consciously performed, recorded, produced, and distributed as a serialised fictional narrative for their audiences.

If ‘play’ is often associated with make-believe and the unreal, could there be something oxymoronic about the term ‘actual play’? It implies some kind of authenticity, but the nature of this claim cannot be easily summarised. Evan Torner traces the term’s origin to indie game design discussions in the 2000s on the influential forum The Forge. During this time, ‘actual play’ referred to written reports, used for ‘seeing the system in action through the lens of a game facilitator or player […] public, critical probing of a game’s text and rules through play.’[3] More recently, the term has come to refer to TTRPG gameplay as a kind of performance: players still enjoy a game amongst friends, but the act of play is also ‘geared toward an outside audience who become invested in the characters, narrative, storyworld, and meta-play behaviours of the players.’[4] These actual play broadcasts tell two stories at once, the story set in an imaginary world, and the story of that story being created. The blurring of these two kinds of stories can open up new creative possibilities. While any D&D game can provide an avenue for storytelling, Matthew Mercer – whose own livestream Critical Role is perhaps the most famous game of its kind – argues that games are often broadcast when ‘people […] find something that’s lacking in the space of storytelling, that they want to convey’ (10:17-10:22).[5] The known presence of an audience and ‘reader’ means that some streams use D&D for the creation of narrative with deliberate authorial intent, for instance to address real world issues and political concerns.

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