Old School Renaissance As a Style of Play
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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. -
Adobe Photoshop
I W A N T T O B I E A N A W E A book of Humor, S O Almanackery, M and Memoir E R by Ewen Cluney O B O SampleT file E W E N C L U N E Y I WANT TO BE AN AWESOME ROBOT A Book of Humor/Memoir/Almanackery By Ewen Cluney Sample file 1 ©2014 by Ewen Cluney Edited by Ellen Marlow Cover design by Clay Gardner In case it wasn’t clear, this book is a work of satire. There are true things in it, but it’s mostly lies told for comedy. Image Credits Cover Photo © 2011 by joecicak Kurumi and Maid RPG artwork by Susan Mewhiney Catgirl artwork by Thinh Pham “My Dumb Recipes” and “At the Plant” photos by Ewen Cluney Activity Section Art by Dawn Davis Ewen caricature by C. Ellis Dice photo by James Jones, used under a Creative Commons Attribution License. VCR photo by Akinom, used under a Creative Commons Attribution License. Bacon pie shell photo by nacho spiterson, used under a Creative Commons Attribution License. Infinite Loop photo by Michael Fonfara, used under a Creative Commons Attribu- tion License. Quetzalcoatl statue photo by Don DeBold, used under a Creative Commons Attribution License. Cosplay photo by Joppo Klein, used under a Creative Commons Attribution License. IBM 5150 photo by Boffy b, used under a Creative Commons Attribution License. Android OS photo by davidsancar, used under a Creative Commons Attribution License. Vladimir Putting photo by the Russian Presidential Press and Information Office, used under a Creative CommonsSample Attribution fileLicense. -
Immersive Sims a Game Design Philosophy by Hackers
Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1. -
RPG Review Issue 4, June 2009
RPG REVIEW Issue #4, June 2009 Sorcery & Demons Designer's Notes ... Dennis Sustare ... SLURPS for GURPS ... Age of Fable ... Empty Chambers, Spent Shells; A Feng Shui Western ... RuneQuest Tribes of Eyha ... Young Gods: A Hero System Campaign With D&D Supplements ... Industry News 1 RPG REVIEW ISSUE FOUR June 2009 Table of Contents Administrivia and Editorial many contributors p2-4 Hot Gossip: Industry News by Wu Mingshi p5-6 B. Dennis Sustare Interview & Article by B. Dennis Sustare p7-17 Sorcery & Demons and Mimesis Designer©s Notes by Lev Lafayette p18-21 SLURPS for GURPS by Karl Brown p22-24 Age of Fable: Online Text-Based Roleplaying by James Hutchings p25-27 RuneQuest Tribes of Eyha by Chris Gilmore p28-34 Spent Chambers, Empty Shells: A Feng Shui Western by Kevin Powe p35-54 Young Gods: Hero System, Deities & Demigods and more by Lev Lafayette p55-58 Star Trek XI Movie Review by Andrew Moshos p59-61 Lord Orcus Listens by Steve Saunders p62-64 Next Issue by many people p64 ADMINISTRIVIA RPG Review is a quarterly online magazine which is available in print version every four issues. 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. This includes Champions by Hero Games, Spell Jammer and Planescape by TSR, RuneQuest by Mongoose Publishing, Feng Shui by Atlas Games, GURPS by Steve Jackson Games. Young Gods is a trademark of Barry Windsor-Smith; it is unrelated to the article which includes those words. -
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 -
Mechaniki Tworzenia Postaci
2015 / Homo Ludens 2(8) Mechaniki tworzenia postaci MARCIN PETROWICZ Uniwersytet Jagielloński, Kraków Abstract Character Creation Mechanics One of the biggest pleasures of role-playing games is the possibility to play as a fictional character. The character creation and development processes constitute the identity of a given game. In this paper, I want to observe and describe the possibilities of building character identity through rule system. In the discussion about the elements of representation of a given game character, often its mechanical side is ignored. This paper concentrates on the character creation and development processes of two tabletop RPG games. As an example I’ve chosen a classic – Dungeons & Dragons 3.5 and a more modern Polish system – Klanarchia. The materials for the analysis will be character sheets and rulebooks for both games. I will use the game elements terminology of M. Sicart, the ludological perspective of authors like J. Juul and E. Aarseth, and also the GNS theory, popular amongst RPG designers. The results of the game rules study will serve the better understanding of different ways for mechanical character identity creation and its relationship to the style in which the games are designed. KEYWORDS: gameplay, game mechanics, identity, tabletop role-playing games Homo Ludens 2(8) / 2015 © Polskie Towarzystwo Badania Gier 2015 Mechaniki tworzenia postaci 137 1. Wprowadzenie Wytuatuowany, krasnolud, zabójca trolli – wymienione cechy mogą być waż- nymi składowymi tożsamości jednej z postaci, w jaką możemy się wcielić na sesji Warhammera FRP ed. II (Copernicus Corporation, 2005). Jednak nad- zwyczajnie wysoka wartość atrybutu „walka wręcz”, dwa ataki czy zdolności broń specjalna (dwuręczna) i twardziel odciskają równie silne piętno na charak- terze takiego bohatera. -
Role-Playing Games and Usability – the Effects of Design on the Experience of Play
Role-playing Games and Usability – The Effects of Design on the Experience of Play Arttu Reinikainen University of Tampere The School of Modern Languages and Translation Studies Translation Studies (English) Pro Gradu Thesis April 2008 Tampereen yliopisto Käännöstiede (englanti) Kieli- ja käännöstieteiden laitos REINIKAINEN, ARTTU: Role-playing Games and Usability – The Effects of Design on the Experience of Play Pro gradu -tutkielma, 78 sivua, 2 liitesivua, suomenkielinen lyhennelmä 8 sivua Huhtikuu 2008 Tämän pro gradu -tutkielman aiheena ovat käytettävyys ja roolipelit. Tavoitteena on selvittää, millä tavoin huono käytettävyys vaikuttaa pöytäroolipelien pelikokemukseen. Tutkimuksessa roolipelit ja niiden säännöt rinnastetaan tietokoneohjelmien käyttöliittymiin ja pelien sääntökirjat käyttöohjeisiin. Tavoitteena on myös tutkia tämän rinnastuksen onnistuneisuutta selvittämällä voidaanko roolipelien käytettävyyttä analysoida samanlaisin työkaluin kuin muiden käyttöliittymien käytettävyyttä. Tutkimusta pohjustetaan esittelemällä pelien ominaisuuksia ja määrittelemällä roolipelien luonnetta, ominaisuuksia ja pelaamisen mielenkiinnon lähteitä. Lisäksi pohditaan roolipelien erikoislaatuisuutta muihin peleihin verrattuna sekä tarkastellaan sääntöjen merkitystä roolipelin pelaamiselle. Lopuksi teoriaosassa esitellään käytettävyyden käsitteistöä ja perusteita sekä pohditaan näiden sopivuutta roolipeleistä keskustelemiseen. Aineistona tutkimuksessa käytetään Dungeons & Dragons v. 3.5 -fantasiaroolipeliä. Peli koostuu kolmesta perussääntökirjasta, -
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 -
Guide to Combat
GUIDE TO COMBAT WITH ESSAYS BY RICHARD PETT WOLFGANG BAUR CHRIS PRAMAS KEITH R.A. DECANDIDO ELIZABETH ANN SCARBOROUGH ED GREENWOOD JOHN A. PITTS & KEN SCHOLES JEFF GRUBB STEVE WINTER ROB HEINSOO AND MANY MORE EDITED BY JANNA SILVERSTEIN Praise for Complete KOBOLD Guide to Game Design “A must-have book for both those looking to get into this industry, and those who merely want to play.” —NerdTrek.com “Highly recommended for gaming nerds everywhere.” —citybookreview.com Winner, 2012 Gold ENnie Award for Best RPG-Related Accessory KOBOLD Guide to Worldbuilding “Class is in session . The Kobold Guide to Worldbuilding SHOULD be considered a textbook on intelligent setting creation.” —Dave Hinojosa, The Gaming Gang “While the book is aimed at the RPG crowd, a huge percentage of the material would be just as valuable to an author writing a novel set in an original world. The Kobold Guide to Worldbuilding will spark some new ideas and help you add the proper doses of verisimilitude and outlandishness.” —Ed Grabianowski, i09 “A really great work … if you’re seriously pursuing worldbuilding as a hobby, I think it’s a worthy investment .” —Martin Kallies, RPG.net Winner, 2013 Gold ENnie Award for Best RPG-Related Accessory Winner, 2013 Gold ENnie Award for Best Writing Kobold Guide to Combat other books in the award-winning kobold guide series Complete Kobold Guide to Game Design Kobold Guide to Board Game Design Kobold Guide to Worldbuilding Kobold Guide to Magic Find all Kobold Press titles at www.koboldquarterly.com Kobold Guide to Combat With essays by Wolfgang Baur Clinton J. -
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.