Sammendrag
In this paper, we analyse the experienced, imaginative processes that can characterise a game of
Dungeons & Dragons (D&D) - a tabletop role playing game (TTRPG) in which a group of people,
playing imagined characters, set out on joint adventures in a collectively imagined world. Our
analysis of D&D, in contrast to traditional solipsistic conceptions of imagination as individualistic
internal representations, proceeds from classical and contemporary phenomenological descriptions of imagination. Phenomenological accounts are notably characterised by a rigorous pursuit
in delineating imagination from perception, whilst still acknowledging the possibility for shared
imagination. However, unlike recent phenomenological attempts at accounting for shared imagination primarily with reference to normativity, we here argue that what especially makes shared
imagination feel shared in the case of D&D is the game’s ability to impose quasi-perceptual structures on the participants’ imagined engagement. In the case of D&D, the participants not only
experience playing together (thus undergoing a we-experience); they experience partaking in an
intersubjective, imagined world beyond the scope of any one player’s imaginative powers. Serving as a paradigmatic case of shared imagination, we thus focus on three distinct dimensions of
D&D: the quasi-objective, explorable space constituted during the game, the embodied and embedded structure of player- and character agency within the imagined space, and finally the intersubjective and distributed imaginative dynamics at play in a typical D&D session. Our results
are significant not only to studies into D&D, TTRPGs, and possibly other kinds of games, they also
matter to the growing philosophical discussion on what makes shared imagination possible in the
first place.
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