Facultad De Psicología

Total Page:16

File Type:pdf, Size:1020Kb

Facultad De Psicología FACULTAD DE PSICOLOGÍA TESINA DE LICENCIATURA El análisis de un testimonio de un jugador de rol de mesa en referencia a algunos conceptos psicoanalíticos. Fantasía, lazo social, deseo y pulsión. Alumno: Gonzalo S. Prado Legajo 26.856 Director: Mgter Sergio Pérez Iglesias 2016 Mendoza, Marzo de 2016 HOJA DE EVALUACIÓN Tribunal: Presidente: Vocal: Vocal: Profesor invitado Nota: 3 RESUMEN El presente trabajo es una investigación sobre el juego de rol de mesa. Para lograrlo se exploran la historia y las teorías de los juegos de rol; luego se describen los conceptos psicoanalíticos de fantasía, lazo social, deseo y pulsión, desde las perspectivas de Freud y de Lacan, enriquecidos con los comentarios de autores actuales. Se describirán las características que hace únicos a los juegos de rol. Se investigará el lugar que puede ocupar esta actividad en la economía libidinal en relación al sueño y al síntoma. Se explorará la cualidad de juego grupal, desde la perspectiva del lazo social en relación a los juegos de rol. Todo esto se analizará a partir de una entrevista de investigación (no clínica) a un jugador de rol, para explorar si las relaciones conceptuales establecidas se soportan en la práctica de la escucha. ABSTRACT The current research is devoted to investigate games in adulthood especially tabletop role playing games (RPGs). To achieve it, the history and theories of the tabletop RPG are explored first. Then the psychoanalytic concepts as fantasy, social bond, desire and trieb from the perspective of Freud and Lacan and newer authors are described. On this investigation, the characteristic that make group gaming unique will be also explored. What place does this activity take in relation to libidinal economy will be also investigated. The characteristic of group gaming will be shown from the perspective of the social bond in relation with role playing games. A research of a non-clinical interview to a player will be analyzed to explore if the upper mentioned conceptual relations are supported with facts. UDA – Facultad de Psicología -EL ANÁLISIS DE UN TESTIMONIO DE UN JUGADOR DE ROL DE MESA EN REFERENCIA A ALGUNOS CONCEPTOS PSICOANALÍTICOS - Gonzalo S. Prado 4 ÍNDICE AGRADECIMIENTOS ................................................................................................................. 6 INTRODUCCIÓN ....................................................................................................................... 7 PREGUNTAS DE INVESTIGACIÓN ......................................................................................................... 8 OBJETIVO GENERAL ......................................................................................................................... 8 OBJETIVOS ESPECÍFICOS ................................................................................................................... 8 HIPÓTESIS ..................................................................................................................................... 8 METODOLOGÍA DE INVESTIGACIÓN ..................................................................................................... 9 PRIMERA PARTE: MARCO TEÓRICO ........................................................................................ 10 CAPÍTULO I: JUEGOS ...................................................................................................................... 11 El juego para Platón ............................................................................................................ 12 El juego para Huizinga ......................................................................................................... 15 CAPÍTULO II: JUEGOS DE ROL DE MESA .............................................................................................. 19 Hacia una definición ............................................................................................................ 23 Breve recorrido histórico de los juegos de rol de mesa en el mundo ................................... 23 Antecedentes .................................................................................................................................. 24 Wargames ....................................................................................................................................... 25 Rol en vivo o juegos representacionales ........................................................................................ 25 Los pioneros de los Juegos de rol ................................................................................................... 26 La época oscura .............................................................................................................................. 27 Los ‘90 narrativos ........................................................................................................................... 28 Siglo XXI independiente .................................................................................................................. 29 Teorías sobre los juegos de rol ............................................................................................ 30 Principio de Lumpley ...................................................................................................................... 30 The Threefold Model ...................................................................................................................... 31 The Big Model ................................................................................................................................. 33 Inmersión ........................................................................................................................................ 38 CAPÍTULO III: FANTASÍA Y JUEGO ..................................................................................................... 41 Juego y fantasía en Freud .................................................................................................... 42 Fantasma en Lacan .............................................................................................................. 50 Yo, Otro y lazo ..................................................................................................................... 61 SEGUNDA PARTE: PARTE PRÁCTICA ........................................................................................ 63 Entrevista a Juan ................................................................................................................. 64 Análisis de la entrevista ....................................................................................................... 74 UDA – Facultad de Psicología -EL ANÁLISIS DE UN TESTIMONIO DE UN JUGADOR DE ROL DE MESA EN REFERENCIA A ALGUNOS CONCEPTOS PSICOANALÍTICOS - Gonzalo S. Prado 5 DISCUSIÓN .................................................................................................................................. 80 El joven que juega ................................................................................................................ 81 Jugar rol con otros ............................................................................................................... 83 Apuesta o pérdida al jugar .................................................................................................. 87 Todos juegan ....................................................................................................................... 89 Juguemos de nuevo ............................................................................................................. 92 TERCERA PARTE ...................................................................................................................... 94 CONCLUSIONES ............................................................................................................................ 95 REFERENCIAS BIBLIOGRÁFICAS ......................................................................................................... 97 APÉNDICES ........................................................................................................................... 103 TRANSCRIPCIÓN DE LA ENTREVISTA A JUAN ...................................................................................... 104 ALGUNAS DEFINICIONES DE JUEGO DE ROL EXTRAÍDAS DE MANUALES..................................................... 115 GLOSARIO DE TÉRMINOS DE LOS JUEGOS DE ROL DE MESA ................................................................... 118 ALGUNAS INNOVACIONES DE LOS SISTEMAS DE JUEGO DESDE D&D HASTA LA ACTUALIDAD ........................ 121 INTRODUCCIÓN PARA LOS QUE NUNCA JUGARÁN ROL ......................................................................... 123 HOMO LUDENS ........................................................................................................................... 125 MANIFIESTO DE TURKU .......................................................................................................... 127 INTRODUCCIÓN ................................................................................................................. 127 1. Juegos de rol e interpretación ....................................................................................... 127 2. Los estilos: Buenos y Malos ........................................................................................... 128 3. El juego de rol como arte ............................................................................................... 130
Recommended publications
  • Giocare Con Le Emozioni Giocare Con Le Emozioni
    A cura di Claudia Cangini & Michele Gelli Giocare con le Emozioni Giocare con le Emozioni A Cura di: Claudia Cangini, Michele Gelli Traduzioni: Marco Costantini (Innamorarzi ancora, Le fredde ossa) Revisione Testi: Claudia Cangini, Lavinia Fantini, Michele Gelli, Mauro Ghibaudo, Moreno Roncucci, Luca Veluttini Grafica e Impaginazione: Claudia Cangini Immagine di Copertina: Leon Bakst (Two Boetian Girls, costumi per il balletto Narcisse) Finito di Stampare: Aprile 2011 presso DigitalPrint, Rimini Copyright: Rispettivi Autori, InterNosCon 2011. Tutti i diritti riservati. Distribuzione: Narrattiva Una Pubblicazione: www.internoscon.it 2 Giocare con le Emozioni Contenuti Introduzione 5 Once more with feeling di Claudia Cangini Giocare con le emozioni 7 I freddi dadi di Jesse Burneko 13 Metti un’emozione nella tua simulazione - Dare profondità agli eventi di role-play simulation per le situazioni di rischio ambientale e sanitario utilizzando tecniche di coinvolgimento emotivo sviluppate nell’ambito dei role-playing games di Andrea Castellani 29 Il piacere delle lacrime di Ezio Melega A Cura di: Claudia Cangini, Michele Gelli 37 Innamorarsi ancora Traduzioni: Marco Costantini (Innamorarzi ancora, Le fredde ossa) di Emily Care Boss 41 I nemici del gioco appassionato: pigrizia, tradizionalismo, pregiudizio, Revisione Testi: Claudia Cangini, Lavinia Fantini, Michele Gelli, vergogna, e ancora pigrizia Mauro Ghibaudo, Moreno Roncucci, Luca Veluttini di Mattia Bulgarelli Grafica e Impaginazione: Claudia Cangini 53 Role Playing & Role Playing Game: ruoli ed emozioni di Filippo Porcelli Immagine di Copertina: Leon Bakst (Two Boetian Girls, costumi per il balletto 59 110%: tecniche che colpiscono al cuore Narcisse) di Matteo Suppo Finito di Stampare: Aprile 2011 presso DigitalPrint, Rimini 65 Un drago in Vietnam - Un approccio storico al gioco.
    [Show full text]
  • Corso Di Laurea Magistrale in Antropologia Culturale, Etnologia Ed Etnolinguistica
    Corso di Laurea magistrale in Antropologia Culturale, Etnologia ed Etnolinguistica Tesi di Laurea “Avevamo in mente interi universi” proposta di analisi socio-culturale ed etnografica del gioco di ruolo analogico contemporaneo Relatrice / Relatore Ch.ma Prof.ssa Franca Tamisari Correlatrice/Correlatore Ch.ma Prof.ssa Valentina Bonifacio Ch.ma Prof.ssa Donatella Schmidt Laureando Marco Turci Matricola 826746 Anno Accademico 2018 / 2019 1 Indice Indice.................................................................................................................................2 1 Introduzione...................................................................................................................5 Incipit: come ho smesso di avere paura e ho iniziato ad amare il “ruolo”......6 Una breve panoramica...................................................................................11 Questioni di metodo e posizionamento..........................................................13 2 Contestualizzazione.....................................................................................................21 “What is a Role-playing Game, anyway?”......................................................21 Il Gioco di Ruolo come fenomeno culturale complesso................................26 Precursori e origine del gioco di ruolo analogico..........................................27 Il contesto culturale delle origini....................................................................34 Una “subcultura” in ascesa.............................................................................37
    [Show full text]
  • Tabletop Role-Playing Games and the Experience of Imagined
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Texas A&M Repository THE GREATEST UNREALITY: TABLETOP ROLE-PLAYING GAMES AND THE EXPERIENCE OF IMAGINED WORLDS A Dissertation by NICHOLAS J. MIZER Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Chair of Committee, Tom Green Committee Members, Harris Berger Vaughn Bryant Travis Dubry Head of Department, Cynthia Werner December 2015 Major Subject: Anthropology Copyright 2015 Nicholas J. Mizer ABSTRACT Drawing on four years of participant observation, interviews, and game recordings, this dissertation explores the collaborative experience of imagined worlds in tabletop role- playing games such as Dungeons & Dragons. Research on tabletop games has at times been myopic in terms of time depth and geographic scope, and has often obscured the ethnographic realities of gaming communities. This research expands the ethnographic record on tabletop role-playing games and uses a phenomenological approach to carefully examine how gamers at five sites across the United States structure their experience of imagined worlds in the context of a productive tension between enchantment and rationalization. After discussing the history of Dungeons & Dragons in terms of enchantment and rationalization, the dissertation presents three case studies, each exploring a different facet of experience in imagined worlds. At a convention in Lake Geneva, Wisconsin, gamers commemorate the life of Dungeons & Dragons co-creator Gary Gygax, but also their own childhoods and a sense of a lost, imagined pre-modern world.
    [Show full text]
  • Killing the Noob 1St Ed
    ‘KILLING THE NOOB’ A thesis on Meritocracy and what it has to do with Massive Multiplayer Online Role Playing Games Robert Li 1st Edition Date: 1 July 2011 Words: 18,430 Supervisor: Dr. Mark Finn This thesis is submitted in partial fulfilment of the requirements for the deGree of Bachelor of Arts with Honours (Media, Games and Multimedia) Abstract Massively Multiplayer Online Role PlayinG Games (MMORPGs) have now been around for over three decades, however, only in the last decade have they exploded in popularity. They now occupy a prominent position within the public sphere, croppinG up in art, music, media, literature, and, in this case, academia. There are now at least as many MMORPG accounts as there are people livinG in Australia, and hundreds of millions of personal hours spent online within the virtual worlds of these MMORPGs per week. The creation of this thesis has been motivated by the fact that the fate of these worlds has come to mean a great deal to a large number of people. So then, what problems may this thesis be illuminatinG? This thesis arGues that the cause for a recent sudden lack of Growth in MMORPG subscriptions is a systemic ideoloGical belief that mirrors the real world, thouGh more intensely – meritocracy. This thesis explores the historical development of the semantics of meritocracy, as well as the oriGin of how and why MMORPGs have come to take their current form, in order to provide the reader adequate context for the theoretical exposition of the problems evident within the foundations of an MMORPG society.
    [Show full text]
  • Wolfgang Baur
    The KOBOLD Guide to Game Design Volume III: Tools & Techniques Sample file Essays by Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb Edited by Janna Silverstein Cover by Jonathan Hodgson The KOBOLD Guide to Game Design Volume 3: Tools & Techniques © 2010 Open Design LLC Sample file Edited by Janna Silverstein Cover art by Jonathan Hodgson All Rights Reserved. Reproduction of this book in any manner without express permission from the publisher is prohibited. OPEN DESIGN LLC P.O. Box 2811 Kirkland, WA 98083 WWW.KOBOLDQUARTERLY.COM Most product names are trademarks owned by the companies that publish those products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status. Open Design, Kobold Quarterly, and the KQ logo are trademarks of Open Design LLC. ii — Volume III: Tools & Techniques Contents Foreword v 1. What is Design? 1 by Wolfgang Baur 2. Designing RPGs: Computer and Tabletop 13 by Colin McComb 3. Th e Process of Creative Th ought 18 by Wolfgang Baur 4. Creative Mania & Design Despair 24 by Wolfgang Baur 5. Seize the Hook 29 by Rob Heinsoo 6. Basic Combat Systems for Tabletop Games 41 by Colin McComb 7. Crafting a Dastardly Plot 51 by Ed GreenwoodSample file 8. Location as a Fulcrum for Superior Design 58 by Wolfgang Baur 9. Myths & Realities of Game Balance 64 by Monte Cook 10. Buckets in the Sandbox: Non-Linear and Event-Driven Design 69 by Wolfgang Baur Th e Kobold Guide to Game Design — iii 11.
    [Show full text]
  • The Dragon Rises
    Sample file 2 | P a g e Sample file HAWK & MOOR — BOOK I KENT DAVID KELLY P a g e | 3 HAWK & MOOR THE UNOFFICIAL HISTORY OF DUNGEONS & DRAGONS ® BY KENT DAVID KELLY (DARKSERAPHIM) ® DUNGEONS & DRAGONS IS A TRADEMARK OF WIZARDS OF THE COAST, LLC. THIS EDUCATIONAL WORK IS NEITHER AFFILIATED WITH NOR ENDORSED BY WIZARDS OF THE COAST OR BY HASBRO, INC. THIS INDEPENDENT WORK HAS NOT BEEN PREPARED, AUTHORIZED, OR LICENSED BY EITHER WIZARDS OF THE COAST OR BY HASBRO, INC. AND IS NOT AN OFFICIAL GAME GUIDE. Sample file HAWK & MOOR — BOOK I KENT DAVID KELLY 4 | P a g e DEDICATED TO THE MEMORIES OF DAVID LANCE ARNESON & ERNEST GARY GYGAX WONDERLAND IMPRINTS 2014 – 2017 O S R Sample file HAWK & MOOR — BOOK I KENT DAVID KELLY P a g e | 5 ILLUSTRATED BY WILLIAM HENRY BARTLETT, JOHN D. BATTEN, JOHN BAUER, JAN CHRISTIAN BIERPFAFF, IVAN BILIBIN, WILLIAM BLAKE, GEORGE CATTERMOLE, ADOLF IOSIFOVICH CHARLEMAGNE, PAUL DELAROCHE, M. ZENO DIEMER, GUSTAVE DORÉ, ADOLF EHRHARDT, HENRY J. FORD, WARWICK GOBLE, DOROTHY HARDY, LOUIS HOUARD, LUDVIG SANDOE IPSEN, TONY JOHANNOT, WALTER MCDOUGALL, KAY NIELSEN, MAXFIELD PARRISH, ARTHUR RACKHAM, EDOUARD RIOU, MARCEL ROUX, SIDNEY SIME, EDUARD VON STEINLE, SIR JOHN TENNIEL, HUGH THOMSON, WILLIAM TURNER, VASILY VERESHCHAGIN, VASNETSOV VIKTOR MIKHAILOVICH, JOHN WILLIAM WATERHOUSE, N. C. WYETH ET ALII Sample file HAWK & MOOR — BOOK I KENT DAVID KELLY 6 | P a g e Copyright © 2014-2017 by Kent David Kelly. All rights reserved. No part of this book may be used or reproduced without the written permission of the copyright holder, Kent David Kelly.
    [Show full text]
  • Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin Mccomb Contents Foreword V 1
    TM presents TMT The Guide to Game Design Volume III: Tools & Techniques “Th e Kobold...welcomes the best and the brightest of the industry to share their knowledge of game design. ” Jeff Grubb, Forgotten Realms designer by Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb Contents Foreword v 1. What is Design? 1 by Wolfgang Baur 2. Designing RPGs: Computer and Tabletop 13 by Colin McComb 3. Th e Process of Creative Th ought 18 by Wolfgang Baur 4. Creative Mania & Design Despair 24 by Wolfgang Baur 5. Seize the Hook 29 by Rob Heinsoo 6. Basic Combat Systems for Tabletop Games 41 by Colin McComb 7. Crafting a Dastardly Plot 51 by Ed Greenwood 8. Location as a Fulcrum for Superior Design 58 by Wolfgang Baur 9. Myths & Realities of Game Balance 64 by Monte Cook 10. Buckets in the Sandbox: Non-Linear and Event-Driven Design 69 by Wolfgang Baur Th e Kobold Guide to Game Design — iii 11. Collaboration and Design 76 by Wolfgang Baur 12. Failure and Recovery 82 by Wolfgang Baur Contributor Biographies 86 iv — Volume III: Tools & Techniques Foreword Chimeras he design of roleplaying games is a relatively new art as these things are measured, and it is one founded on a fundamental tension. Most games are creatures entirely of rules: turns, sequence, Tresources, playing pieces, luck and probability, tactics. In extreme cases, such designs are matters of pure geometry and skill, such as chess or go. One mind is pitted against another, and a victory determined. Roleplaying games (RPGs) sort of mess up that neat defi nition of game design.
    [Show full text]
  • A Szerepjátékok Eredettörténete
    MAGUS Kalandozok.hu A szerepjátékok eredettörténete És monda GYGAX: Legyen minden korai rajongója, így jómaga szerepjáték: és lőn szerepjáték. számára is. Ami az OD&D előtt történt Aki valaha is szerepjátékozott, egész biztosan tudja, hogy a Dungeons & Dragons volt az első ezen játékok sorában, annak pedig elsősorban Gary Gygax volt a megálmodója. Akit esetleg kicsit mélyebben is érdekel a világ egyik legjobb hobbija, azt minden bizonnyal az sem fogja meglepni, hogy a D&D- nek volt egy elődje, a Chainmail. Én is A játék enyhén szexista címe: ennyit tudtam, bőven meg is elégedtem Little Wars – egy játék fiúknak 12 és ezzel az információval. Aztán 150 éves kor között, és az elhatároztam, hogy írni fogok az első intelligensebb lányoknak, akik szeretik hivatalos D&D-játékfeldolgozásról, a a fiús játékokat és könyveket. Nem Pool of Radiance-ról, és elkezdtem vicc. utánaolvasni a dolgoknak. Ennek során (Forrás: hamar kiderült, hogy az első https://en.wikipedia.org/wiki/Little_W szerepjátékok létrejötte igen érdekes ars) történet, így most ezt is egy méretes cikkbe foglalom. Talán azonban realisztikusabb, A hobbi eredetének egy fokozattal ha mi csak 1954-ig megyünk vissza az korábbi eredeteit keresve sokan száz időben, abba az évbe, amikor az első évnél is távolabbra utaznak a múltba. wargame kereskedelmi forgalomba Vannak, akik a H.G. Wells által 1912- került. A wargame meghatározása ben írt Little Wars szabályrendszeréig meglehetősen tág: olyan stratégiai – vagy az 1885-ös angol Polemos sakk- általában táblás és/vagy miniatűr variánsig is visszamennek, megint figurákat használó – játékokról van mások egyenesen a XIX. század elején szó, melyek katonai hadműveleteket már a porosz katonai stratégiaoktatásban modelleznek le.
    [Show full text]
  • Ebook PTGPTB(Vf) N°6 : Une Brève Histoire Du
    S o m m a i r e Ebook PTGPTB(vf) n°6 Une brève histoire du jeu de rôle Ça commence ici… Édito Une brève histoire du jeu de simulation papier 1re partie – Les jeux de plateau, les jeux de figurines et les wargames Introduction : La grande famille des jeux Les jeux de plateau (JdP) Les jeux de figurines Les wargames Braunstein : les racines des jeux de rôles Major Wesely : Le Premier MJ Essayer, encore et encore Dave Arneson : Rôliste Ex Nihilo Les rôlistes modernes : Apprenez à un singe à faire des grimaces Chaînon manquant, perte de sens À vous de jouer Une histoire du jeu de rôle Première partie : un petit pas pour un wargamer… Nos Ancêtres De l’étincelle à la flamme Une association légendaire Un hommage final à Dave Arneson Deuxième partie : réouverture de la boîte de Pandore Les Prétendants Tunnels et Trolls (St Andre, 1975) Chivalry and Sorcery (Fantasy Games Unlimited, 1977) L’Empire contre-attaque Troisième partie : Survenance de l’âge d’or La ruée vers l’or Traveller décolle L’union fait la force Le bijou de la couronne L’apogée d’Athènes Quatrième partie : Enfer et paradis de la finance Des débuts tragiques 2 L’âge des ténèbres L’âge d’or continue L’irrésistible TSR Cinquième partie : le pouvoir et la gloire Regardez, là-haut dans le ciel ! Les studios Universal Le chaos des produits dérivés La bande des quatre Sixième partie : révolution ! Septième partie : de nouvelles manières de jouer Huitième partie : l’âge des ténèbres Neuvième partie : la fin et le commencement Postface ANNEXES Greg Costikyan Présentation Articles traduits
    [Show full text]
  • RPG Review, Issue 11, March 2011
    RPG REVIEW Issue #11, March 2011 Different Worlds Jonathan Tweet Interview ... A Multitude of Settings: An RPG Gameworld Typology .. Tarsa Designer's Notes and Review... Talislanta Scenario ... Athas: Dark Sun ... Skyrealms of Jorune ... Timeline to 2090 ... Blue Planet Aeroforms ... The Allure of Middle- Earth... Realistic World Design ... FATE for Torg ... Paul - Movie Review 1 RPG REVIEW ISSUE ELEVEN March 2011 TABLE OF CONTENTS Administrivia, Editorial, Letters many contributors p2-4 Hot Gossip: Industry News by Wu Mingshi p5 Interview with Jonathan Tweet with Jonathan Tweet p6-10 A Multitude of Worlds by Lev Lafayette p11-15 The Allure of Middle Earth by Michael Cole p16-17 Athas: The World of Dark Sun by Julian Dellar p18-19 Xanderan The Wizard Slayer: Talislanta by Brand Robins p20-24 Skyrealms of Jorune Retrospective by Matthew Pook p25-28 Designer©s Notes and Review: Tarsa by James Brian King and Lev Lafayette p29-31 Krononauts: A History of the Future by Karl Brown et. al. p32-37 Areoforms: Blue Planet and GURPS by Karl Brown p38-39 The Torg Files: Torg with FATE by Jeffrey Hosmer p40-55 Realistic World Design by Lev Lafayette p56-61 Movie Review: Paul by Andrew Moshos p62-64 Next Issue by many people p64 ADMINISTRIVIA RPG Review is a quarterly online magazine which is available in print version every eight issues. No really, it©s coming out Real Soon Now. All material remains copyright to the authors except for the reprinting as noted in the first sentence. Various trademarks and images have been used in this magazine of review and criticism.
    [Show full text]
  • The Greatest Unreality: Tabletop Role-Playing
    THE GREATEST UNREALITY: TABLETOP ROLE-PLAYING GAMES AND THE EXPERIENCE OF IMAGINED WORLDS A Dissertation by NICHOLAS J. MIZER Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Chair of Committee, Tom Green Committee Members, Harris Berger Vaughn Bryant Travis Dubry Head of Department, Cynthia Werner December 2015 Major Subject: Anthropology Copyright 2015 Nicholas J. Mizer ABSTRACT Drawing on four years of participant observation, interviews, and game recordings, this dissertation explores the collaborative experience of imagined worlds in tabletop role- playing games such as Dungeons & Dragons. Research on tabletop games has at times been myopic in terms of time depth and geographic scope, and has often obscured the ethnographic realities of gaming communities. This research expands the ethnographic record on tabletop role-playing games and uses a phenomenological approach to carefully examine how gamers at five sites across the United States structure their experience of imagined worlds in the context of a productive tension between enchantment and rationalization. After discussing the history of Dungeons & Dragons in terms of enchantment and rationalization, the dissertation presents three case studies, each exploring a different facet of experience in imagined worlds. At a convention in Lake Geneva, Wisconsin, gamers commemorate the life of Dungeons & Dragons co-creator Gary Gygax, but also their own childhoods and a sense of a lost, imagined pre-modern world. The experience of time in the game connects that perduring world with the imagined world of the game. Having explored the relationships between commemoration, nostalgia, and the experience of imagined worlds, the dissertation moves on to consider how the imagined worlds of gaming enter the experience of players.
    [Show full text]
  • Kobold Guide to Game Design 3
    The Kobold Guide to Game Design Volume III: Tools & Techniques Essays by Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb Edited by Janna Silverstein Cover by Jonathan Hodgson Table of Contents Foreword 1 What is Design? Defining Our Work New Rules New Experiences New Modes of Play Design is a Bit Like Mind Control Setting plus Mechanics Defining the Boundaries, Choosing Your Players Victory! Your Invisible Ally in Game Design Audience Expectations Surprise and Originality Heightened Play Experience Conclusion 2 Designing RPGs: Computer and Tabletop First Answer: Detail Second Answer: Human Intelligence and Intuition 3 The Process of Creative Thought Origin of a Creative Idea Evolution of a Creative Idea Making the Creative Process Work for You 4 Creative Mania & Design Despair The First Phases of Design Beyond Ideas to the Work New Demands Closing It Down With Ease or Rage Turnover and Acceptance 5 Seize the Hook The Key Mechanic “Don’t be satisfied,” he says... Match the Mechanics to the Experience and Vice Versa Key Mechanics that Work: Setting the Characters’ Limits Key Mechanics that Work: Shaping the Game’s Reality Roleplaying Games Have Two Types of Participants Do Your Resources Meet Your Key Mechanic’s Ambitions? Know When to Moderate Know When to Cut A Strong Hook and Strong Follow-Through 6 Basic Combat Systems for Tabletop Games Attack System Timing System Attack Scale, Duration, and Defense Consequences of Combat Our System 7 Crafting a Dastardly Plot The Whys of Adventuring Awash In A Sea of Plots Shackled By Story What Is A Dastardly Plot? The Truly Dastardly Plot Don’t Forget to Spice Things Up When We Grow Mighty What We All Want 8 Location as a Fulcrum for Superior Design Why Location? Exotic Lands Exotic People Plausible Worthy 9 Myths & Realities of Game Balance But What is Game Balance? The Gamers’ Social Contract 10 Buckets in the Sandbox: Non-Linear and Event-Driven Design Structure in a Sandbox The Set Pieces of a Sandbox 11 Collaboration and Design 1.
    [Show full text]