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The paper argues that the game's low internal coherence makes it a flexible 'blank canvas' that can be remodelled to convey diverse content.
The research explores the concept of "coherence" in the application of Dungeons & Dragons (D&D) within Galleries, Libraries, Archives, and Museums (GLAM) contexts. It posits that while games are increasingly used in GLAM spaces for educational and visitor engagement purposes, there is a limited understanding of how to effectively leverage them. D&D, due to its popularity and adaptable mechanics, is often adopted as a "blank canvas" game, but its appropriation in GLAM settings presents complexities related to coherence.
Coherence is defined as the relationship between various game elements, ranging from low (loosely coupled mechanics, setting, or narratives) to high (tightly aligned elements). The research distinguishes between internal coherence, which concerns the alignment of a game's own elements, and external coherence, which refers to the relationship between the game and its playing context, including the GLAM organization's purpose and content. Incoherence arises when these relationships create problems for the player experience, such as ludonarrative dissonance where mechanics and narrative conflict.
A key finding highlights D&D's inherent low internal coherence and its problematic colonial legacy, which includes reinforcing Whiteness, essentializing race, and leveraging colonial imaginings of monstrous females. This poses a significant challenge for GLAM institutions aiming to teach decolonized and inclusive content, as superficial modifications to D&D may inadvertently perpetuate colonial tropes. The research suggests that while D&D can be adapted, it requires clear intentionality and a focus on critical reflection.
Future research aims to develop a framework for GLAM organizations to assess content and goals for coherence with prospective games. This will involve investigating reasons for D&D's adoption, exploring mechanical changes to reduce incoherence, and conceptualizing an RPG system specifically designed for GLAM institutions. The study emphasizes the need for appropriate methodologies to address these questions and seeks to stimulate interest in the growing field of role-playing games in GLAM contexts.