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Forum-Based Role Playing Games as Digital Storytelling

Forum-Based Role Playing Games as Digital Storytelling
Author: Csenge Virág Zalka
Publisher: McFarland
Total Pages: 216
Release: 2019-03-11
Genre: Social Science
ISBN: 1476635269

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When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.


Forum-Based Role Playing Games as Digital Storytelling

Forum-Based Role Playing Games as Digital Storytelling
Author: Csenge Virág Zalka
Publisher: McFarland
Total Pages: 216
Release: 2019-03-14
Genre: Social Science
ISBN: 1476672849

Download Forum-Based Role Playing Games as Digital Storytelling Book in PDF, ePub and Kindle

When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.


Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age
Author: Stephanie Hedge
Publisher: McFarland
Total Pages: 242
Release: 2021-02-22
Genre: Games & Activities
ISBN: 1476676860

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The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.


My Guide to RPG Storytelling

My Guide to RPG Storytelling
Author: Aron Christensen
Publisher: Loose Leaf Stories
Total Pages: 134
Release: 2012-10-27
Genre: Games & Activities
ISBN: 1643190024

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I’ve been role-playing all my life and I’ve run a lot of well-received campaigns. My players asked me what made my games work and this book is the result. This isn’t a rulebook for any gaming system, but it’s a how-to for my style of creating memorable NPCs, planning games, and engaging with your players. - Foreword, by Erica Lindquist - On Storytelling - Before the Game - Building Your Story - Running Your Game - Players & Player Characters - Problems - Rules & Mechanics - Setting & NPCs


Chris Crawford on Interactive Storytelling

Chris Crawford on Interactive Storytelling
Author: Chris Crawford
Publisher: New Riders
Total Pages: 615
Release: 2012-12-12
Genre: Computers
ISBN: 0133119637

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As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.


The Creation of Narrative in Tabletop Role-Playing Games

The Creation of Narrative in Tabletop Role-Playing Games
Author: Jennifer Grouling Cover
Publisher: McFarland
Total Pages: 217
Release: 2014-01-10
Genre: Games & Activities
ISBN: 0786456175

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Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.


Story Engine Plus Edition

Story Engine Plus Edition
Author: Christian Aldridge
Publisher:
Total Pages: 150
Release: 2011-07-01
Genre: Games
ISBN: 9780983256045

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Storytelling is one of the oldest living traditions, continuing today as theatre, literature, television and film. Roleplaying games evolved their own version of storytelling by piecing together a tale based on the outcome of dice rolls and player choices. Story Engine breathes new life into this multi-authored game format, infusing it with the fluidity of oral tradition while liberating it from the confines of turn-based mechanics. Create characters using adjectives and phrases. Like novels, the different elements of a character all contribute to the story -- even flaws and foibles. Collaborate to tell a story of the characters. Pool resources to work as a group to solve conflicts. Narrate the outcome of scenes based on success. This updated 2011 edition of the original ground-breaking Story Engine roleplaying game features: Complete rules, plus introductory Story Bones(TM) rules Optional rules for customizing the system Extensive advice on running games Three plug-ins for running different genres: Six Guns & Whiskey(TM) (Wild West), In the 'Zone(TM) (Sci-Fi), and Of Legend(TM) (Fantasy) Plug-in for use with the Maelstrom Storytelling(TM) world Two adventures


Being Dragonborn

Being Dragonborn
Author: Mike Piero
Publisher: McFarland
Total Pages: 237
Release: 2021-09-28
Genre: Games & Activities
ISBN: 1476643563

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The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.


Playing with Power

Playing with Power
Author: Michelle Nephew
Publisher: Michelle Nephew
Total Pages: 253
Release: 2003-05-01
Genre: Games & Activities
ISBN:

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This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.


Games and Narrative: Theory and Practice

Games and Narrative: Theory and Practice
Author: Barbaros Bostan
Publisher: Springer Nature
Total Pages: 347
Release: 2021-12-07
Genre: Computers
ISBN: 3030815382

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This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.