Autonomous Identities Immersion As a Tool for Exploring, Empowering and Emancipating Identities
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International Journal of Role-Playing
International Journal of Role-Playing The aim of The International Journal of Role-Playing is to act as a hybrid knowledge network, and bring together the varied interests in role-playing and the associated knowledge networks, e.g. academic research, the games and creative industries, the arts and the strong role- playing communities. Editorial The Many Faces of Role- The Invisible Rules of Role- Playing Games Playing. The Social The International Journal of Framework of Role-Playing Role-Playing is a response to a By examining a range of role- Process growing need for a place where playing games some common the varied and wonderful fields of features of them emerge. This This paper looks at the process of role-playing research and - results in a definition that is role-playing that takes place in development, covering academia, more successful then previous various games. Role-play is a the industry and the arts, can ones at identifying both what is, social activity, where three exchange knowledge and and what is not, a role-playing elements are always present: An research, form networks and game. imaginary game world, a power communicate. structure and personified player Michael Hitchens characters. Anders Drachen Anders Drachen Editorial Board IJRP Macquirie University Markus Montola Australia University of Tampere Finland 2 3-21 22-36 Roles and Worlds in the Seeking Fulfillment: A Hermeneutical Approach to Hybrid RPG Game of Comparing Role-Play In Role-Playing Analysis Oblivion Table-top Gaming and World of Warcraft This is an article about viewing Single player games are now role-playing games and role- powerful enough to convey the Through ethnographic research playing game theory from a impression of shared worlds with and a survey of World of hermeneutical standpoint. -
The Self-Reflexive Tebletop Role-Playing Game
Issue 05 – 2016 Journal –Peer Reviewed EVAN TORNER University of Cincinnati [email protected] The Self-Refexive Tebletop Role-Playing Game ABSTRACT Tabletop role-playing games combine performance, procedures, and improvi- sation to both tell stories and refect on the nature of storytelling. This article discusses the three games 1,001 Nights by Meguey Baker, What Is a Role-Playing Game? by Epidiah Ravachol, and World Wide Wrestling by Nathan D. Paoletta in terms of how their procedures of play and framing devices comment on the tabletop role-playing game medium. Taken together, these three “games on games” demonstrate the inherent tensions of player motivation, collective fction creation, and selling a “performance” to one’s fellow players, and how RPG theory helps us to understand them. KEYWORDS: Analog games, Role-playing games, self-refexivity, 1,001 Nights, World Wide Wrestling INTRODUCTION Contemporary game studies frequently ignores analog (i.e., board, card, social, dice, tabletop and live-action role-playing) games in favor of video games (Torner, Trammell, Waldron, 2014). Yet the feld does so at its own peril. TRPGs are formidable “simulation engines” in their own right (Dor- mans, 2006) and form the substratum of most modern video games (Barton, 2008; Peterson, 2012), including blockbuster titles such as Mass Efect (2007) and Fallout 4 (2015). Afordances and constraints of video games have con- versely impacted tabletop role-playing game (TRPG) design, such as World of Warcraf’s (2004) infuence on 4th Edition Dungeons and Dragons (2008). Design principles and their ideological propositions cut across boundaries of game- play. The below discussion of self-refexivity in TRPGs thus has ramifcations beyond just the small role-playing game theory community, ofering a means of evaluating and interpreting the meaning of games as texts within broader social frameworks of reference. -
Design Agency: Dissecting the Layers of Tabletop Role- Playing Game Campaign Design
DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN A Thesis Presented to The Academic Faculty by Travis M. Gasque In Partial Fulfillment of the Requirements for the Degree Masters of Science in Digital Media in the School of Literature, Media, and Communication Georgia Institute of Technology May 2016 COPYRIGHT © 2016 BY TRAVIS GASQUE DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN Approved by: Dr. Brian Magerko, Advisor Dr. Jay Bolter School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Dr. Janet Murray Dr. Lisa Yaszek School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Date Approved: April 28, 2016 TABLE OF CONTENTS Page LIST OF TABLES vi LIST OF FIGURES vii LIST OF ABBREVIATIONS viii SUMMARY ix CHAPTER 1 Introduction 1 2 Interactive Narrative Theory 4 3 Narrative Design Languages 10 4 Digital Example of Aesthetic Divergence 16 Spec Ops: The Line 17 Undertale 21 Gone Home 25 Façade 27 5 Tabletop RPG History 34 6 Dungeons and Dragons as a Lens for RPG Medium 44 Original Dungeons and Dragons (1974-1977) 44 Basic Set (1977-2000) / Advanced Dungeons and Dragons (1977-1985) 45 Advanced Dungeons and Dragons 2nd Edition (1989-2000) 47 Dungeons and Dragons 3rd / 3.5 Edition (2000-2008) 48 iv Dungeons and Dragons 4th Edition (2008-2014) 49 Dungeons and Dragons 5th Edition -
As Larp Grows up - Theory and Methods in Larp
As Larp Grows Up - Theory and Methods in Larp Knudepunkt 2003 When Larp Grows Up - Theory and Methods in Larp This first edition published 2003 by: Projektgruppen KP03 c/o Morten Gade Bentzonsvej 39 4tv 2000 Frederiksberg www.nordiclarp.org Finansed by DUF InitiativStøtte www.duf.dk/is Editors: Morten Gade Line Thorup Mikkel Sander Layout: Morten Gade Hans Peter Hartsteen Proof Reading: Jesper Donnis Caroline Enghoff Hans Peter Hartsteen Taika Helola Morten Gade Caroline Kasten Koren Brett Rodgers Sunniva Saksvik Ingrid Storrø Line Thorup Printed by; BookPartner ISBN 87-989377-0-7 4 5 When Larp Grows Up - Theory and Methods in Larp 4 5 Editors Foreword This year marks the seventh holding visions and dreams for the future of Knudepunkt. It originally started as of larp. The book, like Knudepunkt a pioneer project in 1997 in Oslo with itself, is about trying to move on from the vision of bringing the Nordic larp yesterday into tomorrow. The aim is communities together. Prior to the to help the Knudepunkt newbie up 1997 Knudepunkt there had been very to date - as well as spawn creativity, little contact between the different innovation and ideas. There is nothing countries and to many it came as a as practical as a good theory. That is surprise that they were not the only the foundation for this book. In a good ones to “do” larp. theory, you can find ideas, advices and Now, seven years after, the situation is practical solutions to your problems quite different. Joint ventures between and questions about larp. the countries have been undertaken and players are happy to travel beyond The book has five chapters. -
Beyond Role and Play
Beyond Role and Play Beyond Role and Play tools, toys and theory for harnessing the imagination Edited by Markus Montola and Jaakko Stenros Ropecon ry Helsinki 2004 First edition published in Finland in 2004 Beyond Role and Play – Tools, Toys and Theory for Harnessing the Imagination. The book for Solmukohta 2004 Editors: Markus Montola, Jaakko Stenros Layout and cover: Henri Hakkarainen Illustrations: Christopher Sandberg Photographs: Bengt Liljeros, Sofia Nordin, Heiko Romu Proofreading: Panu Alku, Liz Henry, Johanna Koljonen, Mika Loponen, Ville Marttila, Paul Mason, Mikko Rautalahti, Syksy Räsänen Solmukohta 2004 partners Ministry of Education, Finland Hewlett Packard HYSFK ry Beyond Role and Play partners Tummavuoren kirjapaino Dark Projektgruppen KP03 Fëa Livia Library indexing information Beyond Role and Play – Tools Toys and Theory for Harnessing the Imagination Editors Montola, Markus; Stenros, Jaakko Foreword by Frans Mäyrä Includes bibliographical references. 1. Role Playing – Theory 2. Role Playing – Social Interaction 3. Role Playing – Live Action 4. Game Studies I. Title © Respective authors, Ropecon ry. 2004. All rights reserved. ISBN 952-91-6842-X (paperback) ISBN 952-91-6843-8 (pdf) Contents Foreword IX Frans Mäyrä Preface XI Markus Montola & Jaakko Stenros In Search of the Self 1 A Survey of the First 25 Years of Anglo-American Role- Playing Game Theory Paul Mason Play to Love 15 Reading Victor Turner’s “Liminal to Liminoid, in Play, Flow, and Ritual; An Essay in Comparative Symbology” Martin Ericsson Theory Immersive -
Old School Renaissance As a Style of Play
Old school renaissance as a style of play Tommi Brander ∗ 14th August 2019 I consider a style of play of tabletop role-playing games which focuses on objective player skill without extensive fixed ruleset, and describe it using two major hobbyist theories. This establishes one use of hobbyist theories – a framework for discussion styles of play. The style of play is associated with the old school renaissance (OSR) movement and can be seen as an expansion of war gaming and board gaming to scenarios where the rules do not cover all eventualities, hence requiring human (referee) judgment, but keeping the element of player skill as objective as possible. This type of knowledge of a gaming style can help a player to understand their and others’ preferences and practices and to communicate them more clearly to others. A designer can use this type of information to know what kind of content is relevant for their audience.1 After the introduction I briefly discuss the OSR in general and then define the hobbyist theories in use. After these, in the main part of the article, I discuss various features of OSR play and their interconnections. Though the different features are well-known, a synthesis and a description of how they support each other is lacking in the academic literature. Finally I conclude by applying the hobbyist theories to the style of play. ∗[email protected]; Norwegian university of science and technology (NTNU), Department of Mathematical Sciences, Sentralbygg 2, Gløshaugen, Alfred Getz’ vei 1, 7034 Trondheim. 1Lack of such knowledge can lead to products that are difficult to use or provide irrelevant information. -
Timeline Tree of Tabletop Role-Playing Games Pascal Martinolli
Timeline Tree of Tabletop Role-Playing Games Pascal Martinolli To cite this version: Pascal Martinolli. Timeline Tree of Tabletop Role-Playing Games. Donjons & Données probantes, Nov 2018, Montréal, Canada. 2019. halshs-02522264 HAL Id: halshs-02522264 https://halshs.archives-ouvertes.fr/halshs-02522264 Submitted on 1 Apr 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution - NonCommercial| 4.0 International License TTTTRPG - Timeline Tree of Tabletop Role-Playing Games, Celebrating more than 40 years of innovations in game designs Free Kriegsspiel movement Referee renders decisions Midwest Military Simulation Association past Strategos: A Series of American Games of War (...) [Totten CAL, 1890] 1960 on tactical experience only (not on rules) (1963) Pascal Martinolli (CC-BY-NC-SA) 2016-2019 [1860-1880] github.com/pmartinolli/TTTTRPG v.20200118 Diplomacy [Allan B. Calhamer, 1954-59] 1950 PC centered game-play fostering emergent roleplay Modern War in Miniature 1966 [Michael F Korns, 1966] Braunstein 1967 [David A Wesely, 1967] Hyboria [Tony Bath, 1968-1973?] PC centered play-by-post wargame 1968 Random personality creation Fantasy world building campaign. Long-lasting consequences of PC decisions on the game-world 1969 The Courrier [of NEWA] Strategos ’N’ two-pages set of rules 1970 One figure = One character Simulation & Gaming WARriors vs GAMErs (Perren S) Castle & Crusade Society Lake Geneva Tactical Studies Association [David A. -
Boundaries of Darkness
Boundaries of Darkness The Complexities of Gamemastering Challenging Content in Vampire Tabletop Role-Playing Games Mirka Oinonen MA in New Media: Game Design and Production Aalto University, 2020 Espoo, Finland Supervisor: Miikka Junnila Advisor: J. Tuomas Harviainen Author Mirka Oinonen Title of thesis Boundaries of Darkness. The Complexities of Gamemastering Challenging Content in Vampire Tabletop Role-Playing Games Department Aalto University, Department of Media Degree programme MA in New Media – Game Design and Production Year 2020 Number of pages 88 Language English Abstract Many tabletop RPG players believe that gamemasters – the persons controlling the storyworld of a role-playing game – have a huge amount of responsibility on handling the issues rising within the communities and the problems coming up during play. What are the types of problems that gamemasters face while running games? How do they handle these problems when they do arise? This research set out to answer these questions by applying thematic analysis on a data set collected from 41 Vampire TRPG gamemasters with an online questionnaire. The results show that there are many types of problems that a gamemaster can face while running their game, including differences in creative agendas; difficult social dynamics; problems in power sharing and problems with bleed – the crossover between character and player. It is also presented that gamemasters use multiple tactics to ensure a safer and more enjoyable game for all participants. These included calibrations, which -
The Invisible Rules of Role-Playing the Social Framework of Role
International Journal of Role-Playing - Issue 1 The Invisible Rules of Role-Playing The Social Framework of Role-Playing Process Popular Abstract - This paper looks at the process of role-playing that takes place in various games. Role-play is a social activity, where three elements are always present: An imaginary game world, a power structure and personified player characters. In a nutshell, all role-playing activities about imaginary people acting out in an imaginary environment; the power structure is needed to differentiate these activities from free make-believe and children’s play. After the basics, the paper moves on to discuss the various components in detail, going through how rules, goals, worlds, power, information and identity function in role-play. While the paper does not lead to a simple conclusion, it seeks to present a solid foundation for further research. Markus Montola University of Tampere Finland markus.motola@uta.fi ABSTRACT the whole essence of the game – the game as it is played is very different from the game on paper. This paper presents a structural framework for Role-playing has also been often defined as a game role-playing that can be used as a foundation when system (e.g. Mackay 2001), though some attempts creating further role-playing theory. The to look at it as a gaming process (e.g. Hakkarainen framework is based on assumption that all games & Stenros 2002) have been done as well. Based on are based on rules, and tries to make the implicit Heliö (2004), it can be argued that any formal game rules of role-playing visible by proposing the three system can be used as a basis of role-playing rules of role-playing. -
Designing Interference
Pervasive Play, Immersion and Story: designing Interference John-Paul Bichard Annika Waern Interactive Institute Interactive Institute Box 1197 Box 1197 SE-164 26 Kista SE-164 26 Kista +46 70 496 7879 +46 8 633 16 18 [email protected] [email protected] ABSTRACT classified as experiments and prototypes, a complete game design Pervasive games are games that are played in the real world relies on balancing aesthetics, story line, game mechanics and – they are not played as a computerized simulation or on a limited technology design into a coherent whole. In this article we aim to physical game arena. The central attraction for pervasive games is dig deeper into the design qualities of pervasive games through that they offer the pleasure of doing things for real. The world is a the detailed analysis of a particular game design; the game vast and infinitely changing resource of content for pervasive Interference. games. Interference is an adventure game played by a group of six to Interference is a pervasive game playable by groups of 6-8 eight players in the real world. The game plays out in two distinct players lasting for a total of 3-4 hours and using both technology phases. Players begin the game by taking on the role of (such as GPS positioning and augmented reality) and human technicians tasked with repairing the failing Internet in an area. actors to create the full experience. In this paper, we describe the But while doing so, they discover that the real reasons to the design goals for Interference and how these permeate through all failure are not just technical, but have their roots in a bizarre aspects of the design of the game to create a coherent experience. -
Role-Playing Games and Postmodern Notions of Literature
René Schallegger Joyful Games of Meaning-Making: Role-playing Games and Postmodern Notions of Literature DISSERTATION zur Erlangung des akademischen Grades Doktor der Philosophie Alpen-Adria-Universität Klagenfurt Fakultät für Kulturwissenschaften 1. Begutachter: Univ.-Prof. Dr. Jörg Helbig Institut für Anglistik und Amerikanistik Alpen-Adria-Universität Klagenfurt 2. Begutachterin: Univ.-Prof. Dr. Susanne Bach Institut für Anglistik und Amerikanistik Universität Kassel Dezember, 2012 Ehrenwörtliche Erklärung für Masterarbeiten, Diplomarbeiten und Dissertationen Ich erkläre ehrenwörtlich, dass ich die vorliegende wissenschaftliche Arbeit selbstständig angefertigt und die mit ihr unmittelbar verbundenen Tätigkeiten selbst erbracht habe. Ich erkläre weiters, dass ich keine anderen als die angegebenen Hilfsmittel benutzt habe. Alle ausgedruckten, ungedruckten oder dem Internet im Wortlaut oder im wesentlichen Inhalt übernommenen Formulierungen und Konzepte sind gemäß den Regeln für wissenschaftliche Arbeiten zitiert und durch Fußnoten bzw. durch andere genaue Quellenangaben gekennzeichnet. Die während des Arbeitsvorganges gewährte Unterstützung einschließlich signifikanter Betreuungshinweise ist vollständig angegeben. Die wissenschaftliche Arbeit ist noch keiner anderen Prüfungsbehörde vorgelegt worden. Diese Arbeit wurde in gedruckter und elektronischer Form abgegeben. Ich bestätige, dass der Inhalt der digitalen Version vollständig mit dem der gedruckten Version übereinstimmt. Ich bin mir bewusst, dass eine falsche Erklärung rechtliche Folgen haben wird. (Unterschrift) (Ort, Datum) “It is the time of the Conjunction of the Million Spheres and that means change – profound alterations in the nature of existence. Perhaps that was our function – to rid the Fifteen Planes of its silly gods and their silly schemes.” “But the Balance…?” “Let it swing up and down with a will. It has nothing to weigh now. You are on your own, mortal – you and your kind. -
Theescapist 036.Pdf
critical to their status as protected interface; we went way different on art Trip’s total fascination with game stores speech. In the landmark case Interactive style; we went way different on editorial, to Digital Chocolate. Mark Wallace talks Digital Software Association v. St. Louis at least from the rest of the gaming to luminaries of the ludology v. County, Missouri, the decision at the The Escapist is an odd beast. There are media. narratology debate about their recent Court of Appeals turned on whether or the fine words of our writers, the fancy gameplaying habits, and returned with not games contained expressive value art, the sleek back-end. But which is it As such, we’re quite polarizing. I get interesting results. And Allen Varney similar to that possessed by painting, that brings people back? letters each week saying, “I love the look discusses roleplay theory – tabletop music and literature. The Court ruled of your magazine – why don’t all sites style. Find these articles and more in this that “If the first amendment is versatile Is it the content? Is it the presentation? look like this?” Those are sitting right week’s issue of The Escapist. enough to shield the painting of Jackson Is it the feeling of looking at a print next to letters asking, “Why is your site Pollock, music of Arnold Schoenberg, or magazine, without the clutter? I suspect broken? This is the web, not print!” Cheers, Jabberwocky verse of Lewis Carroll, we it’s some combination of all these see no reason why the pictures, graphic factors, plus some.