This case study aims to seek the impact of Tabletop Role-playing Games (TTRPGs) on the motivation and the narrative composition skill of learners using gamification within a posthumanist era. The participants of this study were 5 students from the 2019 batch of English Education Department of Unika Atma Jaya. For this case study, during the data collection procedure, the students were asked to participate in an extracurricular activity of playing Dungeons & Dragons, a tabletop role-playing game, and these sessions were recorded for the data analysis procedure. During this process, the participants were asked to take notes for each session played and were asked to compile them into a cohesive narrative composition near the end of the data collection period. Additionally, after the data collection process, each participant was interviewed using questions adapted from Fantazir & Bartley’s (2021) study and their responses were recorded. The results was analyzed using the Interpretative Phenomenological Analysis (IPA) method in order to understand why the participants reacted that way or responded in a particular way towards the interview questions. The results of the study was that the participants’ motivation were positively impacted by the usage of tabletop role-playing games. It also showed that the participants were all able to write cohesive narrative compositions, although each participant varied between capabilities, the participants all showed a mastery of basic writing composition skills. |