Design Agency: Dissecting the Layers of Tabletop Role- Playing Game Campaign Design
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Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
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. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Fudge Space Opera
Fudge Space Opera Version 0.3.0 2006-August-11 by Omar http://www.pobox.com/~rknop/Omar/fudge/spop Coprights, Trademarks, and Licences Fudge Space Opera is licenced under the Open Gaming Licence, version 1.0a; see Appendex A. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan, Ann Dupuis, with additional material by other authors as indicated within the text. Available for use under the Open Game License (see Appendix I) Fudge Space Opera Copyright 2005, Robert A. Knop Jr. Open Gaming Content Designation of Product Identity: Nothing herein is designated as Product Identity as outlined in section 1(e) of the Open Gaming License. Designation of Open Gaming Content: Everything herein is designated as Open Game Content as outlined in seciton 1(d) of the Open Gaming License. Fudge Space Opera -ii- Fudge Space Opera CONTENTS Contents 1 Introduction 1 1.1 Why “Space Opera”? . ......... 1 1.2 WhatisHere ........................................ .......... 2 1.3 TheMostImportantThing .............................. ............ 2 2 Character Creation 3 2.1 GeneralNotes........................................ .......... 3 2.2 5-PointFudge....................................... ........... 3 3 Combat 7 3.1 Default Combat Options . .......... 7 3.2 Basic Armor and Weapon Mechanics . ........... 7 3.3 Cross-WeaponScaleAttacks. .............. 8 3.4 Suggested Weapon Scales . ........ 9 3.5 DamagetoPassengers ................................. ............ 9 3.6 GiantSpaceBeasts.................................... ........... 9 3.7 When To Use Fudge Scale .......................................... 10 3.8 RangedWeapons....................................... ......... 11 3.9 Explosions........................................ ............ 12 3.10 Missiles and Point Defense . .............. 12 -iii- Fudge Space Opera CONTENTS 3.11 Doing Too Many Things at Once . -
Rules for Medieval Miniatures Gary Gygax & Jeff Perren
rules for medieval miniatures by Gary Gygax & Jeff Perren 2nd Edition <!CbainmaiI rules for medieval miniatures 2nd Edition by GaryGygax & Jeff Perren ILLUSTRATED BY DON LOWRY With thanks toall the Fantasy and Medieval enthusiasts who offered so many helpful suggestitDns--especially Len Lakofka, Ken Bourne, Stu Trembly and Ernie the Barbarian. 1st Edition., Copyright 1971, Donald S. Lowry 2nd Edition, Copyright 1972, Donald S. Lowry PRINTED IN U.S.A. TABLE OF CONTENTS Page WARGAMING WITH MINIATURES 1 RULES FOR MEDIEVAL MINIATURES 4 Turn Sequence .................. ,....................... 5 Terrain Effects Upon Movement ".......................... 6 Terrain Selection ............ "........................... 6 Movement............................................... 7 Formation and Facing ..........................•......•.. 7 Fatigue .•...........•......•.......•.................... 8 Missile Fire (excluding Gunpowder and Catapults) ........... 8 Catapult Fire ........•.................•................. 9 Gunpowder Weapons ...................................... 10 Melees .....•...........................•............... 12 Melee Optionals ............. "........................... 14 Morale ........ -.......................................... 15 Historical Characteristics <Optional) ...........•.......•.... 16 Weather ........................ -......................... 19 Sieges .•.••.•.............. , . 19 - Man-to-man Combat ......... "............................ 22 Jousting .•.................. "........................... 23 Suggested -
Moves Issue34.Pdf
2 MOVES nr. 34, published August/September 1977 Opening Moves "It seems we've stood and talked like thb before . " Variation versus Innovation One of the most powerful words in advertis- Circulation: 9100 ing is "new" - probably because in Western culture that which is new is almost always Editor/Executive Art Director Redmond A. Simonsen considered automatically better than that Managing Editor Robert J. Ryer which is old or familiar. The impact of the Art Director Manfred F. Milkuhn concept of newness, however, is subject to Contributing Editors modification by context; i.e., the quality of Richard Berg, James F. Dunnigan, Frederick Georgian, newness must be perceived as an improve- Phil Kosnett, Steve List, Mark Saha, Jerrold Thomas ment upon a familiar benefit rather than as a threatening global change wrenching the MOVES Magazine is copyright O 1977, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All user into unfamiliar pathways, creating that editorial and general mail should beaddressed to SimulationsPublications lnc.,44East 23rd Street, N.Y., N.Y. 10010. of tension (created by too-rapid in- MOVES is published bimonthly. One year subscriptions (six issues) are available for $8.00 (U.S.). Back issues or singlecopiesofthecurrentissueareavailableat$2.50percopy.Pleaseremitbycheckormoneyorder(U.S.fundsonly) trOduction of unknowns) "future- Printing and Binding by American Press, Inc., Gordonsville, Va. shock." ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. wargamers hunger for new games, but Manuscripts must be typewritten, double-spaced, on 8%x 11 white bond, with generous margins. Pleaseinclude your we full name on each MS page, and your name and address on the cover page. -
Othering” Strategies
BUILDING A WORLD OF WARCRAFT: CYBER-COLONIALISM THROUGH “OTHERING” STRATEGIES by LEVI PRESSNELL BETH S. BENNETT, COMMITTEE CHAIR JASON EDWARD BLACK MATTHEW PAYNE A THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Communication Studies in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2013 Copyright Levi Pressnell 2013 ALL RIGHTS RESERVED ABSTRACT This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and related material. The subscriber base of this game makes it a particularly prominent example of discourse with potentially great influence. Where previous studies have focused less on WoW’s narrative in favor of a psychological or sociological approach, this study attempts to examine the rhetorical implications of the game’s storyline. The study situates WoW within a suitable critical space and shows how strategies used to emphasize racial differences result in a new theoretical framework described by the term “cyber-colonialism.” The study highlights three strategies through which WoW emphasizes the differences between racial groups and thereby creates its cyber-colonial portrayals: constructing opposing binaries, the role of geography and climate, and the use of color as a marker of deviance. These strategies all have an established history within ancient, medieval, and modern literature and likely influence the way in which participants view WoW’s cultures. The remainder of the rhetorical analysis highlights three arguments WoW itself teaches about particular rhetorical strategies. In particular, this study shows how WoW embraces cross- cultural cooperation, rejects scapegoating as an appropriate rhetorical tool, and encourages the involvement of native cultures in solving problems. -
Fine Games 2020 Annual Clearance
12/5/2020 11:10:05AM Fine Games' 2020 Annual Clearance Catalog Page 1 of 52 Great Games at Really GREAT Prices ! www.FineGames.com/eoy_clear.htm Fine Games, 2078 Madrona St., North Bend, OR 97459-2143 USA email: [email protected] 541-756-4711 10am-9pm PST Fine Games' 2020 Annual Clearance Catalog is Big, Really BIG!. The largest sale we have ever offered. Initially, it includes a wide-ranging assortment of 672 games, magazines & gaming accessories -- nearly a third of the games we stock. Most are new & undamaged games or mags we simply have a few too many of; many are new games that suffered some minor damage at the hands of UPS. Many are too difficult to sell in the limited time before we begin to retire. Together, these sale items offer a thousand opportunities for great Xmas gifts for yourself or a significant other, some fun reading about game products from your past & others you might not know of. All at especially attractive prices. The Deal is this: We list 672 1056 items here with a special, clearance price good only during this sale, once each year. Choose as many or as few games as you wish. Contact us by phone (at 541-756-4711) or email ([email protected]) to place your order by 11/30/2020, and deliver payment to us promptly thereafter. In as little as 2 days later, your goodies will arrive in your awaiting hands. All bought at especially attractive Clearance Sale prices. Just act fast as these are offered first-come, first served, and are generally available in quantities of one, each (or sometimes 2 or 3). -
Models of War 17701830
History of European Ideas ISSN: 0191-6599 (Print) 1873-541X (Online) Journal homepage: http://www.tandfonline.com/loi/rhei20 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman To cite this article: Paul Schuurman (2017): Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity, History of European Ideas, DOI: 10.1080/01916599.2017.1366928 To link to this article: http://dx.doi.org/10.1080/01916599.2017.1366928 © 2017 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group Published online: 07 Sep 2017. Submit your article to this journal Article views: 60 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=rhei20 Download by: [Erasmus University] Date: 29 September 2017, At: 02:24 HISTORY OF EUROPEAN IDEAS, 2017 https://doi.org/10.1080/01916599.2017.1366928 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman Faculty of Philosophy, Erasmus University Rotterdam, Rotterdam, Netherlands ABSTRACT KEYWORDS The first sophisticated wargames (military board games) were developed History of ideas 1770–1830; between 1770 and 1830 and are models of military conflict. Designers of wargames; models and these early games experimented fruitfully with different concepts that simulations; Napoleonic wars; were formulated in interaction with the external dynamics of the military philosophy of war systems that they tried to represent and the internal dynamics of the design process itself. -
Mayhem: Warring Nations
MAYHEM: WARRING NATIONS MAN TO MAN COMBAT DURING THE NAPOLEONIC WARS 2 Hour Wargames “What’s with the free games?” We’re giving away six free games to anyone that wants them. All are available for you to download in PDF form. “Okay, but why?” The six games that we’re giving away are all “old school” games from Two Hour Wargames. Each one is a stand-alone game that will give you a glimpse into how the Two Hour Wargames game mechanics work. Especially the unique Reaction System. Each game has been updated and replaced in the lineup by a newer version that can handle more figures and has more detail. But each of these games is good in their own right and will still give you plenty of enjoyment. “What’s the catch?” No catch. We just want to provide gamers with a free sample of what Two Hour Wargames is about and these six games cover a wide variety of periods. “What about figures? Do we have to use yours?” Heck no. In fact, with all rules from Two Hour Wargames you can use any figures that you want. Even those cool ones from that other set of rules that ended up in your closet. Just dig them out and put them to use. “Well what if I like them and want to check out more Two Hour Wargames?” Simple. Just download one or more games and give it a try. Join the THW Yahoo Group by following the link and ask questions. Once you feel comfortable check out the THW site and see if anything is interesting. -
Gary's Clarifications
Gary’s Clarifications When I saw the Zagyg’s Wisdom super-thread on Dragonsfoot, I thought what a great idea it was to have a section where Gary answered questions about D&D and offered clarifications and interpretations about the game he created. And if he isn’t around to answer more questions, at least we can benefit from what people asked him when they had the chance. Reading through the thread, it occurred to me that all these clarifications could be gathered up into a single document for easier reference, sorted by category. Steve at Dragonsfoot liked the idea, so I got started…and found that sorting them wasn’t as neat and easy as I’d expected. I’ve had to make a lot of judgement calls: for instance, should a question about true neutral clerics go under Classes or Alignment? So I apologize if the organization of this document seems a little haphazard, but I’ve done what I could with it. There are a very few posts from one category that I copied into another, but for the most part I tried to make a single choice and hope it was the right one. I’ve included some categories that aren’t exactly D&D or that wouldn’t be relevant to every campaign (Greyhawk, for example), but they’re in their own sections so they can be ignored by those not interested. These “related” sections are generally unsorted, as they didn't lend themselves as well to discrete categories. In the interest of keeping it short, I generally removed people’s greeting remarks (“Hi Gary,” etc.), though I left in whatever Gary said in case it should be helpful in assessing his “gut feel” reaction to the question. -
The Platinum Appendix
SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J.