World-Building through Garments and Accessories in Dungeons & Dragons Illustrations

Authors

  • Stefan Ekman Karlstad University
  • Viktoria Holmqvist The Textile Museum of Sweden

DOI:

https://doi.org/10.7146/imaginingtheimpossible.145055

Keywords:

critical world-building, role-playing games, game worlds, clothes, pictures, props, gender differences

Abstract

In tabletop role-playing games, the game master and players in a group are encouraged to construct their own fictive world in which they can play. By using a critical world-building approach, we analyse the garments and accessories in the illustrations in Player’s Handbook (2014) for Dungeons & Dragons (5th edition) and find that clothes have four conspicuous functions in establishing a world of possibilities from which a group of players can build their game world. The four functions are: to convey that the world is one of action and magic, to provide a range of cultural and historical alternatives to the traditional pseudomedieval fantasy world, to communicate what is important about particular groups, and to maintain a difference between female wizards as physical and sexualised and male wizards as people of knowledge and military competence.

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Published

2024-12-09

How to Cite

Ekman, Stefan, and Viktoria Holmqvist. 2024. “World-Building through Garments and Accessories in Dungeons & Dragons Illustrations”. Imagining the Impossible: International Journal for the Fantastic in Contemporary Media 3 (1). https://doi.org/10.7146/imaginingtheimpossible.145055.