Ten Ways Dungeons & Dragons Has Made Me a Better Graphic Designer

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Trine 2 - Cloudy Isles Wyvern

Artwork by Trine 2

I had always been curious about Dungeons & Dragons, but I didn’t start playing until about two years ago. In that brief span of time, I went from zero to podcast. I fell in love with it immediately, and I’ve turned into “that guy” who brings it up at every party. It’s a wonderful creative outlet in its own right, and I think everyone should try it regardless of what you do for a living. In my case, I’ve found that I’ve become a better graphic designer — I have more confidence and energy at my job, I have more creative ideas, and I engage better with my clients.

A Little Background

I’ll offer some background for those of you who may not be familiar with the game. Dungeons & Dragons (D&D) is essentially a game of make-believe, and it involves collaborative storytelling between the players. Since anything could happen, players roll dice to determine the outcome of events — can you talk your way past the castle guards or do you have to sneak your way inside? The dice will decide! A typical game will have one person in charge, called the Dungeon Master (DM), whose job it is to describe situations to the players and keep the story moving along.

In a typical game scenario the DM will have a story, or “campaign,” that players will complete over the span of several episodes. The players can move through the campaign as slowly or as quickly as they like. Sometimes a story will stretch through many sessions of gameplay, lasting months or even years. Players start the game at a certain level of power and as they overcome the combat encounters and challenges the DM has planned for them, they grow in experience and abilities. There are different ways to measure this growth, but a common way is to have the players earn experience points (XP).

In June 2018 I had the great privilege to attend CreativePro Week where I gave a quick presentation about how playing D&D has helped my career. (Even that — speaking in front of an audience — is something I wouldn’t have done two years ago.) Here are ten lessons on design and creativity from the world’s greatest roleplaying game.

1. Failure is part of the process.

Not all ideas are good. It’s taken me a while to get comfortable with that. It’s part of the creative process and I’ve learned not to take it personally. I’ve had to learn to let go of this sketch or that project idea and to always be ready with the next one. Keep pitching and iterating and talk it out with your clients and your art director (and your DM). Plans can fail too. Get used to it and learn how to recover and make your next move. Your level one character may want to march right into the dragon’s lair, but the rest of your party knows that’s a bad plan. Learn to listen to your clients, let go of ideas and be willing to compromise.

2. Stay in character.

Always stay professional and try to clearly communicate your concepts and ideas to clients and colleagues, even if they’re being difficult. Learn to listen and try to see things their way. Don’t neglect those interpersonal skills. They might be the key to getting someone to see eye-to-eye with you on a project. Maybe you’ve gone through a couple iterations already and they’re not getting it—or you’re not getting it. Being able to explain where you’re coming from in a calm and professional way might help you. If you still can’t convince them, see point number one. At the end of the day, it’s your creative director (and your DM) who is in charge.

3. Take your time and stay alert.

I once ran a game of D&D where my players were wandering in the forest looking for clues and nobody knew where to go next. The trail had gone cold and they were out of ideas. I suggested that they inspect their surroundings, and they discovered something that led them back into town, where the story resumed. If you’re stuck on a project, the thing you need could be hiding in plain sight. Inspiration comes from everywhere — take the time to explore the area around you and keep yourself open to the possibilities. An old billboard or magazine, or an ad on TV or a texture on the side of a building could give you the inspiration you need. Get out from behind the computer and look in the real world for examples and influences.

4. Know your equipment and abilities.

In D&D you should know what your character’s abilities are, so that when it’s your turn in a round of combat you don’t bring the game to a screeching halt. In work, you should know what all your equipment does, and use the right tool for the job. I didn’t always know how to use InDesign. At my first job I laid out spreads in Photoshop, and I was the only one in the building with a Mac. In that environment, a PC with InDesign would have been a lot faster and easier. Learn what you need to do, and when.

Trying to pitch an idea or push the envelope on a project? What steps have to be taken to get it approved? Who do you need to get buy-in from? What resources do you need? What’s the budget? Understand what you can and can’t do and communicate that to your team. If you’re a wizard, stay behind your party in combat. If you’re a fighter, get out in front. Knowing how and where you fit within your organization will keep things running smoothly.

5. Manage your time.

D&D games can run on for many hours, and a campaign can run for much longer. Sometimes the party spends more time roleplaying than they do in combat, or vice versa, and it takes a long time to get to the good part of the story. Some things do take a while to play out, but learn to manage your time. If you’re running the game, manage your players and keep them on track. If you’re in the party, learn to assess situations quickly and collaborate to find the best solution. Sometimes you will have to power through those late nights, so build your stamina. Got a deadline? Idea not clicking? Work late and stay with it. Keep iterating and eventually something will start working.

6. Experiment and be adaptable.

I learned a great lesson about creativity the first time I ran a D&D game, and it’s one I’m still learning. I had planned too much in advance and I had backed myself into a corner. I couldn’t get the players to figure out what I wanted them to do next. Planning is useful, but so is experimentation. Professionals are adaptable. Learn to improvise. Be fearless of the outcome. Don’t get hung up on the idea you started with if your process leads you somewhere else. Your imagination will be less inhibited when you learn to experiment and work with what you have, even if it’s not what you planned.

7. Develop your skills. Invest in your strengths.

One of the things I love about being a graphic designer is that there is always more to learn. I keep my eyes open for new techniques and inspiring work. Since starting out, I’ve been able figure out what I like and build on it. It’s much the same in D&D. If you’re playing the game, take the time to visualize the character you’re playing and work to achieve that vision! You may not possess the abilities you had in mind for your character early in the game. As you play you’ll have opportunities to gain them. Experiment in a new medium or learn a new piece of software. Find ways to grow the skillset you want and pay attention to opportunities that will help you do work you like. If you have a vision for what you want to achieve, whether it’s in a game or in your career, figure out what you need to get there.

8. Be a team player.

You can learn something from everyone, so discuss things with the people around you and get input. Your ideas won’t always get the spotlight, and that’s okay. Maybe someone has a similar idea that will be easier to accomplish. Know your party’s strengths and weaknesses. Personality is part of the equation too. Does your idea hold up when you show it to peers who don’t have your level of experience, and who aren’t necessarily aligned with your goals and motivations? Sometimes the design isn’t a good fit for the project, or it’s not in the budget. Your D&D character might think it’s a good idea to do something and the rest of the players in your party don’t agree. You have to get inside the castle, but charging in instead of sneaking in could cost you. Learn how to overcome challenges as part of a team. Good design doesn’t happen in a vacuum, and neither does good roleplaying.

9. Take the lead.

Excitement is contagious. Be confident and show your passion. Share that idea you’ve been thinking about. Interpret an old project in a new way and bring it to your boss. Or find a problem on your own and solve it — don’t wait to get the assignment. If you want to plan more projects based around your own ideas, you’ll need to get comfortable sharing those ideas, even if they don’t get approved all the time. You’re building trust and getting people in your corner. Sometimes there will be a lull at the gaming table. Don’t be afraid to be the first person to make a suggestion. Learning how to inspire your companions and delegate tasks to the right people could make all the difference to your situation.

10. Play more, and enjoy what you do.

Before I started playing, I thought D&D would be an impenetrable mess of endless rulebooks and reference charts. Sure, there was a learning curve, but it was easy enough after a few games, and you don’t have to be a stickler for what’s in the book. Sometimes the idea just feels right, whether it’s in the game or in your work. Don’t be intimidated by a project before you start, and don’t feel constrained by the rules once you’ve begun. Have fun with it and see where it goes. Embrace that creative process and don’t be afraid to go out on a limb. There’s a reason you started designing. Remember that and try to have more fun.

  • Kort Kramer says:

    Fun and creative article, Brien. As a long time D&D player (and graphic designer), I can appreciate your viewpoint here. Here’s to rolling a natural 20!

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