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