DUNGEONS & DRAGONS: TEAMBUILDING SINCE 1974 1
Dungeons & Dragons: Teambuilding since 1974
Anonymous
University of Maryland Global Campus
DUNGEONS & DRAGONS: TEAMBUILDING 2
Executive Summary
Never split the party. This is one of many unspoken rules that Dungeons & Dragons (D&D) players first learn that teaches a team is stronger than an individual. It’s also strikingly well
aligned with the general leadership and team building concepts which teach employees that
cooperation and cohesion are paramount to success. According to The Washington Post, since its
creation in 1974 it is estimated that 40 million people have played DnD. (Alimurung, 2019)
Figure 1. Adventuring Party. Retrieved from: http://www.nerdsonearth.com/wp-content/uploads/2015/05/DD.png
The popularity of “Nerd Culture” has grown into mainstream acceptance with shows like
Stranger Things on Netflix and Disney’s Onward only adding to the popularity and prompting
people to pick up the dice and play. With so many people roleplaying through difficult
adventures and challenging scenarios in teams it makes D&D a perfect avenue to build many
skills which can be applied in the work center.
The low cost of the books needed to play and the addition of some pencils and paper makes this
a great option to use for teambuilding exercises that business can use instead of expensive
seminars or adventure outings. While learning to lead and work together with teams in D&D
might look odd on a résumé or office calendar it should be taken seriously and treated as a
valuable training tool.
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Introduction
Teambuilding can be described as exposing a group to an adverse scenario with the intention of
exercising leadership, communication, and coordination skills resulting in a closer and more
cohesive team dynamic. Companies and businesses are focused on building great teams and for
good reason. Common sense says that effective teams lead to successful and productive
companies which result in more earnings. This has led to an explosion of companies offering
expertise in team building while selling travel and entertainment packages to exotic and
expensive places. Multi-day seminars and workshops can also be purchased and employees are
sent to attend rather than be at work to hopefully learn critical skills in a short amount of time.
Figure 2. D&D Books & Module for game play
In this paper a less expensive but effective alternative will be examined by looking at the table
top roleplaying game created by Gary Gygax and Dave Arneson, Dungeons and Dragons. This
game is played in person using books, dice, and a lead storyteller, called a Dungeon Master
(DM), to explore an imaginary world full of challenges and rich rewards. Players create a
character using a diverse list of races and classes with different strengths and weaknesses. Skills
are also chosen to help further build the characters into talented personas representing whatever
the player has imagined. The players then use these personas to work together to navigate the
world and story told by the DM.
Exercises using roleplay are a common tool used by everyone from companies to military to help
teams become cohesive in a fun way. D&D has been doing this for 46 years, why not use it?
First we’ll look at one example of teambuilding techniques used currently.
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Previous Approaches
Teaching people teamwork, leadership, and communication skills can be very difficult. These
skills aren’t learned overnight and can only be improved by practice which poses a challenging
problem. How do you let people practice these skills at work without making big mistakes that
could cost a company money or its reputation? The answer, creating a simulated environment
and letting people roleplaying how to handle the situation. This is called experiential learning
and a study on this type of learning found the following:
Experiential learning techniques have been used in classrooms for many years. A main
driver behind such strategies is the thinking that “learning by doing” allows learners to
engage in processes of critical thinking and to instigate emotions, values, and cognitions
while relating to the course content, the instructor, and one another. Role-play exercises
are part of this larger body of pedagogical strategies guiding students in “constructing
their own knowledge. (Shaw, 2010, as cited in Tabak and Lebron, 2017)
Figure 3. Customer Service Role Play Trainig. Retrieved from: http://sodacreekconsulting.com/wp-
content/uploads/2013/10/role-play-customer-service-training.png
This technique, as shown in Figure 3, has been very effective and is generally accepted as
standard practice today. This may have led to a potential flaw though because scenarios also
became standardized and predictable. This is helpful to the teacher and supports setting a
baseline but it may not fully prepare the person or team for real scenarios that do not follow the
training exactly. While it is true that no single practice can fully prepare anyone for real life the
more varied scenarios someone is exposed to will help to build on those basic skills. Next we’ll
examine how D&D can be used to simulate an endless amount of varied situations to challenge
teams with the widest range of possibilities.
DUNGEONS & DRAGONS: TEAMBUILDING 5
New Findings
Figure 4. Example of game play
Using D&D any number of scenarios can be built and experienced by players in a party. One
situation could be built around the idea of negotiating a complicated treaty between two warring
factions of Orcs and Elves with each reluctant to move from their position. Another could be
comprised of finding the correct path through a dangerous maze of trapped rooms and huge
Minotaurs hunting you, something no player could do by themselves. Of course an office doesn’t
have Minotaurs and referring to someone as an Orc or Elf is likely to get you fired but parallels
could still be drawn between both worlds as good communication skills and teamwork are
critical to the success. The fact that D&D creates an imaginary world insulated from everyday
life makes it the perfect place to practice communicating and learning about teammates and
ourselves. In an analysis of D&D Adams made the following observation:
On the surface, D&D may appear to be a game of simple make-believe. However, the
emotions, camaraderie, and accomplishments experienced in the game are real; thus
suggesting that real-world needs are met through communication in socially constructed
RPG scenarios. (Adams, 2013)
This observation is key to understanding how D&D builds strong teams and this can be used to
make sessions into a viable teaching tool. With players having real experiences from playing
supports the fact that they are also learning from those experiences. D&D allows players to
experience different environments depending on the social, physical, and spiritual setting of their
session.
In all of these environments, you’ll find players engaging in storytelling, discovering
history, problem-solving, managing finances, using simple-to-complex mathematics,
team building, public speaking, discussing morality and ethics, and becoming aware of
emotional intelligence all wrapped into an engaging and ongoing narrative.(El-Tayib,
2020)
DUNGEONS & DRAGONS: TEAMBUILDING 6
Shared experiences in different environments will help prepare teams for adverse situations they
may face in the future. If the party in D&D has had to be cognizant of a specific culture’s
customs they learn to think about this in daily interactions. The concept is no longer alien and the
experience is not new because they were already exposed to this through game play. This can be
a powerful way to teach cultural sensitivity in a way that is more engaging and effective than
current training. This example can be applied to any environment and scenario and then role
played through by the group and DM.
An article in the British Journal of Education Technology from 2011 outlines seven rules that
D&D teaches and I find them to be a great guide for establishing boundaries in this imagined
world. Dr. Ulrich points out that the following rules are very similar to good business prinicples:
1. To be successful you need a team—it is very difficult to succeed alone
2. To be successful you need diversity—we do not need to be the same 3. To be successful, you need to agree on the fundamentals—we need to share the same values
and visions
4. Work can be fun—as long as it is not an obsession 5. Learn and grow—what is impossible today will be possible tomorrow 6. Manage your downside risk—things will happen that nobody (or at least you) did not foresee
7. You can make a difference; you can change the world
Maintaining a structure without being restrictive is important in D&D, teamwork, and business.
Structure in fantasy provides the boundaries for the imagined world that can be modeled after the
real world. Structure in reality also provides a common understanding that teams can use a basis
to guide them. When those structure providing boundaries blur and turn into restrictions then
creativity and involvement dies and this leads to the game being just another training exercise
and work being just another job.
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Conclusion
With the world becoming more connected everyday people have to form teams and partnerships
to succeed. Skills gained while part of a team or leading a team are in high demand and
important to businesses. Teamwork taught through courses, sports, and experiences are accepted
readily in the workplace. Teamwork taught to players through Dungeons and Dragons is no
different and should be accepted as well. Furthermore tabletop role playing game like D&D
should be incorporated into teambuilding exercises to breathe new life into a critical aspect of
training. This will allow teams to be exposed to a much more diverse range of situations and will
help them safely build necessary skills to be more effective facing any challenge.
Figure 5. Facing a Dragon. Retrieved from: https://assets1.ignimgs.com/2019/05/29/dndmobile-br-1559158957902_1280w.jpg
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References
Adams, Aubrie S. (2013). Needs met through role-playing games: A fantasy theme analysis of
Dungeons & Dragons, Kaleidoscope: A Graduate Journal of Qualitative Communication
Research, 12(6), 69-86. https://www.semanticscholar.org/paper/Needs-Met-Through-
Role-Playing-Games%3A-A-Fantasy-of-
Adams/a30189e921bc9b2a1be78dd8924ea3ff4e6966a1
Alimurung, G. (2019, April 18). How Dungeons & Dragons somehow became more popular
than ever. The Washington Post. Retrieved April 25, 2019, from
https://www.washingtonpost.com/entertainment/how-dungeons-and-dragons-somehow-
became-more-popular-than-ever/2019/04/18/fc226f56-5f8f-11e9-9412-
daf3d2e67c6d_story.html
Tabak, F., & Lebron, M. (2017). Learning by doing in leadership education: Experiencing
followership and effective leadership communication through role-play. Journal of
Leadership Education, 16(2), 199–212. https://doi- 10.12806/V16/I2/A1
Tayib, B. E. (2020). Role-playing with educational intent: Games like Dungeons & Dragons can
teach across curricula. School Library Journal, 66(2), 1.
https://www.semanticscholar.org/paper/Needs-Met-Through-Role-Playing-Games%3A-A-Fantasy-of-Adams/a30189e921bc9b2a1be78dd8924ea3ff4e6966a1
https://www.semanticscholar.org/paper/Needs-Met-Through-Role-Playing-Games%3A-A-Fantasy-of-Adams/a30189e921bc9b2a1be78dd8924ea3ff4e6966a1
https://www.semanticscholar.org/paper/Needs-Met-Through-Role-Playing-Games%3A-A-Fantasy-of-Adams/a30189e921bc9b2a1be78dd8924ea3ff4e6966a1
https://www.washingtonpost.com/entertainment/how-dungeons-and-dragons-somehow-became-more-popular-than-ever/2019/04/18/fc226f56-5f8f-11e9-9412-daf3d2e67c6d_story.html
https://www.washingtonpost.com/entertainment/how-dungeons-and-dragons-somehow-became-more-popular-than-ever/2019/04/18/fc226f56-5f8f-11e9-9412-daf3d2e67c6d_story.html
https://www.washingtonpost.com/entertainment/how-dungeons-and-dragons-somehow-became-more-popular-than-ever/2019/04/18/fc226f56-5f8f-11e9-9412-daf3d2e67c6d_story.html
https://doi-org.ezproxy.umuc.edu/10.12806/V16/I2/A1