Come together...right now...over fantasy.

 Buckle up. This one is a line drive down the middle. The central idea of this theory is completely intuitive to any roleplayer, actor, or anyone who’s had to pretend they’re enjoying themselves alongside other people pretending to enjoy themselves. Ernest Bormann’s theory claims that when a group shares “fantasies” (seriously) they come together (again, seriously) in the symbols (words) that they use to describe their worlds. This is symbolic convergence theory (SCT), a post that almost writes itself. 

If you’ve played D&D or any roleplaying game even once, you’ve lived this theory. When we’re part of an adventuring party we frequently talk about what’s going on outside the session, what’s happened before, and what might happen in the future. It’s the co-creation of a shared consciousness that helps to enhance the experience. Almost all messages at the table are “dramatized” messages, meaning they describe events that occur(ed) in another place and time. 

When dramatized messages are shared, heard, and enthusiastically embraced, the group participates in a fantasy chain of action and reaction (and movement). Tabletop roleplaying is one of the few groups in which the creation of a shared fantasy chain is explicit. This is not the case for every adventuring party all the time, but I sure do love it when it happens at my table.

Symbolic convergence gets even cooler than that, though. According to the theory, the fantasy we enter into will display four key pieces of information about us and our characters. For instance, if the half-orc spits at the local priests with a muttered swear and a shove, I might conclude:

  1. The half-orc dislikes the priests. This meaning is personal, not universal.

  2. The half-orc’s got some feelings about the priests. Anger? Disdain?

  3. The half-orc spat for a reason. The behavior is motivated by something.

  4. The half-orc’s actions are going to be judged by others. Behavior elicits a reaction.


These four are present in almost any action your character could take in D&D and makes up a fantasy theme. Action, emotion, meaning and motive each emerge within an adventuring party’s fantasy theme. According to the theory, this can be true for any group. Moreover, we do better as party members when we memorialize our adventures with names and a recorded history.  As a dungeonmaster, I cannot stress the importance of taking notes or drawing as a way to stay engaged in the shared fantasy of D&D. I would also propose that the more players and DMs are in sync, the more pleasurable the session feels. This part of SCT reminded me a lot about what little I know of mirror neurons. I feel what you feel.

According to the theory, we’ll feel closer to one another the more we share meanings, symbols, and converge in our communication. Divergence (as you would expect) makes the interactions feel often more frought, less collaborative, and uncoordinated. Maybe you can think of some sessions you’ve had of each: coordinated and disjointed. When the players and DM (the rhetorical community) share a collaborative drama, the cohesiveness builds and so does the table community. And it’s beautiful. 

SCT asks you to accept that:

  1. We co-create our reality.

  2. Our behaviors communicate our feelings, motivations, and understandings.

  3. Our shared fantasies will have characters, plotlines, locations, a dungeonmaster (“sanctioning agent”) and a recognizable theme (“deeper structure”).


This theory offers a lot of practical advice for new players (and reminders for old ones). When the group is on a roll, contribute! I want everyone at the table engaged and bringing the party up and together. It’s so much better when we’re all together. This goes double when you see the group falling apart. How might you help the DM regain their composure or engage another player in-character? Think about your group as something alive and vital. Give it attention, and it’ll thrive. Remind it of its history and the characters of your ties to one another. Finally, fantasies (like dice) are unpredictable and may turn in surprising directions.

Finally, SCT has a quick DM tip, as well. I’ve come to think of SCT’s fantasy visions as ways of seeing and interacting with the world around you. The visions fall into three broad categories. I think these make excellent starting points for thinking of the “bones” of an NPC, group, or government. If I know how an NPC (or faction) sees the world, then I know how she’ll react, move, and perform. Some visions are righteous (paladin, cult). Some are social (bard, hospital). Others are pragmatic (rogue, guild). So go on, build some fantasy pragmatists today.


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