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  1. INTRODUCTION of "Second Person: Role-Playing and Story in Games and Playable Media"

    INTRODUCTION of "Second Person: Role-Playing and Story in Games and Playable Media"

    Kristina Igliukaite - 10.05.2020 - 22:48

  2. The book's "Second Person" the 1st chapter's "Tabletop System" description of (p. 1-5)

    The book's "Second Person" the 1st chapter's "Tabletop System" description of (p. 1-5)

    Kristina Igliukaite - 10.05.2020 - 23:22

  3. Games, Storytelling, and Breaking the String

    Greg Costikyan revisits the narrative versus game-play debate that continues to be a staple of both Game Studies and Game Design. He presents a spectrum that ranges from game-focused forms to narrative-centric models, and suggests that free-form role-playing may be the most desireable marriage of narrative and game-play.

    The source is the essay-review on www.electronicbookreview.com written by Greg Costikyan.

    Kristina Igliukaite - 11.05.2020 - 00:15

  4. On the Wild Cards Series

    On the Wild Cards Series

    Kristina Igliukaite - 11.05.2020 - 00:19

  5. From the Basement to the Basic Set: The Early Years of Dungeons & Dragons

    Erik Mona takes a first step toward measuring the cultural impact of Gygax and Arneson's Dungeons & Dragons by providing a pocket history of the game's generation and evolution. Mona explains the addition of character development as a game goal - the innovation that distinguishes D&D from its predecessors, and started the role-playing revolution.

    The source is the essay-review on www.electronicbookreview.com written by Erik Mona.

    Kristina Igliukaite - 11.05.2020 - 19:38

  6. Narrative Structure and Creative Tension in Call of Cthulhu

    Kenneth Hite argues that the long-running, H.P. Lovecraft-inspired Call of Cthulhu franchise differs from traditional tabletop role-playing in its focus on suspense rather than character growth. Hite's analysis suggests that in its origins and emphasis on narrative structure Cthulhu is a highly literary game.

    The source is the essay-review on www.electronicbookreview.com written by Kenneth Hite.

    Kristina Igliukaite - 11.05.2020 - 22:08

  7. On "The Haunted House"

    Keith Herber discusses how in his "Haunted House" scenario for Call of Cthulhu, characters are driven insane by their attempt to unravel the game's mysteries. Herber's explanation distinguishes his work from many other role-playing games in which the goal is to develop characters and acquire power and/or wealth. In contrast, characters in Herber's scenario are rewarded with mental instability.

    The source is the essay-review on www.electronicbookreview.com written by Keith Herber.

    Kristina Igliukaite - 11.05.2020 - 22:10

  8. On Character Creation Everway

    Jonathan Tweet explains how, unlike highly narratively structured games such as The Call of Cthulhu, the free-form, character-focused Everway includes a matrix that allows for the creation of coherent characters and productively constrains the otherwise open-ended game-play.

    The source is the essay-review on www.electronicbookreview.com written by Jonathan Tweet.

    Kristina Igliukaite - 11.05.2020 - 22:24

  9. My Life with Master: The Architecture of Protagonism

    Paul Czege explains that he aimed for My Life with Master to be an engine for story creation rather than just another variation on the traditional role-playing game system.

    The source is the essay-review on www.electronicbookreview.com written by Paul Czege.

    Kristina Igliukaite - 11.05.2020 - 22:53

  10. Making Games That Makes Stories

    James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

    The source is the essay-review on www.electronicbookreview.com written by James Wallis.

    Kristina Igliukaite - 11.05.2020 - 22:57

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