31 MAY 2015 by ideonexus

 Writing Homogenizes Us

We do not, we writers, represent mankind adequately. We do not think well of ourselves. We do not think amply about what we are. Essay after essay, book after book, maintain the usual thing about mass society, dehumanization, and the rest. How weary we are of them. How poorly they represent us. The pictures they offer no more resemble us than we resemble the reconstructed reptiles and other monsters in a museum of paleontology. We are much more limber, versatile, better articulated; there is ...
Folksonomies: writing representation
Folksonomies: writing representation
  1  notes
 
15 MAY 2015 by ideonexus

 Role of the Dungeon Master

A Dungeon Master gets to wear many hats. As the architect of a campaign, the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a referee, the D...
Folksonomies: storytelling roleplaying
Folksonomies: storytelling roleplaying
  1  notes
 
22 FEB 2015 by ideonexus

 Basic Dungeons and Dragons RPG Definition

This is a role-playing game. That means that you will be like an actor, imagining that you are someone else, and pretending to be that character. You won’t need a stage, though, and you won’t need costumes or scripts. You only need to imagine. This game doesn’t have a board, because you won’t need one. Besides, no board could have all the dungeons, dragons, monsters, and characters you will need! For now, while you are learning, you will play a role in your imagination. Later, when ...
Folksonomies: rpg role-playing game
Folksonomies: rpg role-playing game
  1  notes
 
29 JUN 2013 by ideonexus

 Yu-Gi-Oh! Mixes the Real with Fantasy.

Trading cards, Game Boys, and character merchandise create what Anne Allison (2004) has called “pocket fantasies,” “digitized icons . . . that children carry with them wherever they go,” and “that straddle the border between phantasm and everyday life” (p. 42). The imagination of Yu-Gi-Oh! pervades the everyday settings of childhood as it is channeled through these portable and intimate media forms. These forms of play are one part of a broader set of shifts toward intimate and po...
  1  notes

Similar to Magic the Gathering, with the player being the real and the cards the fantasy.