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Roll for initiative: how Dungeons & Dragons could benefit your business

At first sight, D&D might seem of lit­tle rel­e­vance to the work­place, but a grow­ing num­ber of employ­ers are becom­ing enchant­ed by the game’s pow­er as a team-build­ing tool


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Image of a hand holding various colored and shaped role-playing dice lit by sunlight

More than 50 mil­lion peo­ple played Dun­geons & Drag­ons (D&D) world­wide last year, rep­re­sent­ing a 33% year-on-year growth in the pop­u­lar­i­ty of this ever­green fan­ta­sy role-play­ing game. Over two days in June 2021, an online audi­ence exceed­ing 4 mil­lion watched their favourite Game of Thrones actors and WWE wrestlers bat­tle it out in a live-streamed event called D&D Live. Next year, a film, Hon­or Among Thieves, and a video game, Baldur’s Gate III will add to the long list of exten­sions to the D&D brand.

More cru­cial­ly for employ­ers, D&D could be just the team-build­ing tool they need as they face the seri­ous chal­lenge of main­tain­ing employ­ee engage­ment and well­be­ing in the new world of hybrid work­ing.  

First pub­lished in 1974, the game requires an inter­ac­tive sto­ry­teller, known as the dun­geon mas­ter, who takes a group of play­ers through a series of quests, in which the actions of the fic­tion­al char­ac­ters they choose to inhab­it con­tribute to the nar­ra­tive. The results of the key choic­es they make – for instance, whether to flee or fight an adver­sary – are decid­ed by the roll of var­i­ous poly­he­dral dice. 

D&D is a rel­a­tive­ly straight­for­ward game that any­one can play. It encour­ages par­tic­i­pa­tion by “break­ing down the bar­ri­ers peo­ple put up at work”, observes Mari­na Des­marais, senior HR man­ag­er at US enter­tain­ment giant NBCU­ni­ver­sal. “By enabling col­leagues to build a char­ac­ter and role-play in anoth­er world, it allows them to inter­act in a dif­fer­ent way. The curios­i­ty this gen­er­ates is a huge dri­ver in get­ting peo­ple involved.” 

The game does call on play­ers to immerse them­selves in their char­ac­ters to get the most from the expe­ri­ence, stress­es Daniel Mor­gan, social media con­sul­tant at Agent, a brand and com­mu­ni­ca­tions agency based in north-west Eng­land. In effect, every play­er is con­tribut­ing to the sto­ry – and you can’t real­ly pre­tend to be a bard drink­ing mead in a tav­ern, say, if you don’t com­mit ful­ly to the part and the scene.

D&D requires you to put your­self out there and do some­thing you might not oth­er­wise try,” Mor­gan says. “You won’t get much out of it unless you invest, drop your guard and go all-in.” 

Senior-lev­el employ­ees polled in a recent sur­vey by Work­able cit­ed col­lab­o­ra­tion as one of the top three organ­i­sa­tion­al chal­lenges pre­sent­ed by the rise of remote and hybrid work­ing. If you speak to any sea­soned D&D play­er, they will tell you about the puz­zles they had to solve in the Tomb of Anni­hi­la­tion, one of the tough­est mod­ules in the D&D col­lec­tion. With­out team­work, your character’s chances of sur­viv­ing the tomb’s fiendish chal­lenges are min­i­mal. Crack­ing com­plex conun­drums with col­leagues in such an envi­ron­ment could, in the­o­ry, make the real prob­lems you face at work seem much less daunt­ing.

Richard Velazquez, head of Alexa games mar­ket­ing at Ama­zon, says that he can see the val­ue of “short-term D&D ses­sions in which you try to achieve a goal with your col­leagues through role-play­ing, which requires engag­ing skills that are valu­able to your team. The com­pa­ny can even tie incen­tives to people’s par­tic­i­pa­tion in these ses­sions, with teams earn­ing rewards for suc­cess­ful­ly com­plet­ing quests.” 

Even unsuc­cess­ful teams will gain from the expe­ri­ence, accord­ing to Paul Fox­croft, a pro­fes­sion­al dun­geon mas­ter who has host­ed a ses­sion for Com­ic Relief. 

D&D gives play­ers the oppor­tu­ni­ty to read­dress their resources and eval­u­ate why their plan didn’t work. In essence, it takes the stig­ma out of fail­ure,” he says.

The game could even help an employ­er to unearth hid­den lead­er­ship poten­tial in the organ­i­sa­tion. Under nor­mal cir­cum­stances at work, some peo­ple have lit­tle scope to express them­selves beyond the con­fines of their roles, but D&D can empow­er play­ers to “step out of their com­fort zone” and take charge of a sit­u­a­tion, Des­marais says.

It brought peo­ple from all lev­els of our organ­i­sa­tion togeth­er and cre­at­ed bonds that we’d nev­er expect­ed to form

Play­ing D&D can also enable peo­ple to gain insights into their own per­son­al­i­ties, accord­ing to Dr Ian Bak­er, senior lec­tur­er in psy­chol­o­gy at the Uni­ver­si­ty of Der­by. 

“This is about help­ing peo­ple to reflect on their expe­ri­ence and inform how they might work,” he says. “For exam­ple, if you find out that you are impul­sive, how might this affect how you’d solve prob­lems in the real world?” 

Fox­croft com­pares D&D to the children’s game of “play­ing pre­tend” – some­thing that few adults get to do reg­u­lar­ly. Role-play­ing is an impor­tant cre­ative activ­i­ty in our for­ma­tive years and it can, in lat­er life, inspire us to seek ambi­tious new goals. It isn’t hard to imag­ine that, after see­ing Alessia Russo’s auda­cious back­heeled strike in the Uefa Women’s Euro 2022, a girl might imag­ine her­self becom­ing a foot­baller, for instance. 

D&D cre­ates a safe space for peo­ple to explore and test out dif­fer­ent ideas,” he says. “There is rarely a right or wrong one. You can try what­ev­er you like – it’s aspi­ra­tional.”

Bak­er observes that the pan­dem­ic lock­downs exac­er­bat­ed people’s feel­ings of iso­la­tion. “As social beings, humans have evolved to want to be with oth­ers,” he says. “There was a surge in men­tal health issues relat­ed to this and we’re see­ing the reper­cus­sions now. Owing to the sheer num­ber of peo­ple seek­ing sup­port, the nation’s men­tal health ser­vices are very taxed.”

Indeed, the Char­tered Insti­tute of Per­son­nel and Development’s CIPD Good Work Index 2022 reports that 18% of UK work­ers polled by the insti­tute said that their gen­er­al men­tal health was poor. That’s a three per­cent­age-point dete­ri­o­ra­tion on the fig­ure for 2020 – arguably the worst year of the Covid cri­sis.

D&D can offer a form of sup­port, because it uni­fies peo­ple and “forces you to think empa­thet­i­cal­ly about how your char­ac­ter and oth­ers in your group might behave”, says Jo Franklin-Wright, direc­tor at Lon­don-based PR agency Har­vard. “Play­ing the game is an incred­i­bly pow­er­ful team-build­ing exer­cise. It brought peo­ple from all lev­els of our organ­i­sa­tion togeth­er and cre­at­ed bonds that we’d nev­er expect­ed to form.”

Mor­gan points out that there’s an “inher­ent humour to the game – it is all a bit sil­ly sit­ting around pre­tend­ing to be wiz­ards. Because of this, peo­ple do things to try to make oth­er play­ers laugh.” 

Bak­er agrees. “It’s about the fun, the sto­ry, the peo­ple. It’s about those moments you talk about after­wards when some­thing daft hap­pened – or some­thing trag­ic.” 

Com­pa­nies that try D&D as a team-build­ing tool stand to ben­e­fit from a more col­lab­o­ra­tive, cre­ative and con­tent work­force, then. If you’re a busi­ness leader seek­ing such improve­ments, why not don your dun­geon master’s hat, gath­er your par­ty of boun­ty-hunters and roll some dice? On this quest, peo­ple have noth­ing to lose but their inhi­bi­tions.