Abstract
Tabletop Role-Playing Games (TRPGs or RPGs) group meetings follow a structure of collectively created narratives on three frames: social, game, and diegetic. Communication takes place on each one, while messages and emotions are transferred between them. The study focuses on ambiguity as a strategy chosen to achieve more than one goal. The phenomenon was analysed with the Discourse Units (DUs) taxonomy. Thirty scenes were examined, forming a four-hour meeting. Through quantitative analysis, the excerpts with the highest number of purposes were selected. The ambiguous fragments were then interpreted qualitatively. Out of 628 Discourse Units, only 13 were demonstrating an ambiguous nature.
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