21 OCT 2024 by ideonexus

 "Race" in D&D

As a social scientist who studies male-dominated subcultures, I have done research that put me in spaces where I delved into reactions to issues of race in gaming. A key question is this: Given how charged the term race has been, why would games use it to discuss differences that have nothing to do with the way we traditionally use the word? Dungeons & Dragons is not the only game to use the term in this way; so have many other digital and analog fantasy offerings. But the celebrated game...
Folksonomies: fantasy racism role playing
Folksonomies: fantasy racism role playing
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21 SEP 2022 by ideonexus

 Race in D&D

Racial bioessentialism is a core design crutch for Dungeons & Dragons. Across fifty years of tabletop roleplaying games, multiple novels, supplements, and additional tie-ins, D&D has continually established monolithic culture building as part of its lore. The alignment charts that Gary Gygax (and many designers) focused on as a method of easy-to-understand character building did not help matters; entire races were designated as Evil using this alignment chart, and Gygax himself can be...
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04 NOV 2018 by ideonexus

 Metagame

Metagaming refers to the relationship between the game and outside elements, including everything from player attitudes and play styles to social reputations and social contexts in which the game is played. Post-game locker room conversations about the match are metagame interactions. Memorizing words in the Scrabble dictionary is a metagame activity, the honing of in-game skills. The typical playing strategies of a particular Go master are metagame information, useful if you are playing agai...
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04 NOV 2018 by ideonexus

 Dice Rolls are Suspect

It is true that every aspect of the role of dice may be suspect: the dice themselves, the form and texture of the surface, the person throwing them. If we push the analysis to its extreme, we may even wonder what chance has to do with it at all. Neither the course of the dice nor their rebounds rely on chance; they are governed by the strict determinism of rational mechanics. Billiards is based on the same principles, and it has never been considered a game of chance. So in the final analysis...
Folksonomies: games randomness
Folksonomies: games randomness
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20 JUL 2017 by ideonexus

 How the fantastic becomes dull and familiar

Most fantasy RPGs follow the tried and allegedly true formula, which strips them of anything ‘fantastic’ and grounds them in the dull ‘reality’ of the familiar. Sadly, the much coveted instant recognition usually means instantly forgettable. How many times should we save an utterly predictable and generic world before it gets really old? Why is that when we see a town on the horizon, it’s not a place of wonder and strange customs, but a place to restock on FEDEX quest and trade in y...
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20 JUL 2017 by ideonexus

 Old CRPGs are Unplayable for Modern Gamers

They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable.” After removing the arrow from my chest, I asked them to explain why. It mostly came dow...
Folksonomies: history preservation gaming
Folksonomies: history preservation gaming
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10 MAR 2017 by ideonexus

 Workspace is Gamespace

It's not surprising that gamespace has become a workplace for hundreds of thousands of "gold famers" who undertake dreary, repetitive labor to produce virtual wealth that's sold to players with more money and less patience than them. The structural differences between in-game play and in-game work are mostly arbitrary, and "real" work is half a game, anyway. Most of the people you see going to work today are LARPing an incredibly boring RPG called "professionalism" that requires them to alter...
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10 MAR 2017 by ideonexus

 Literacy in the Context of an MMORPG

Let us begin with the New London Group (1996) definition – the notion that literacies (plural) crucially entail sense making within a rich, multimodal semiotic system, situated in a community of practice that renders that system meaningful. Figure 1 shows the interface of the MMOG Lineage II, one of the primary virtual world contexts in which the ethnographic data described herein was collected. We might ask ourselves, how many adults (let alone tenured professors) can ‘read’ such a sp...
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A game screen is a complex collection of symbols that are meaningless to traditional literacy, but they do comprise a literacy that tells a story for those who can read it.

10 MAR 2017 by ideonexus

 Four Game Mechanics

Agon: This ancient Greek word—meaning “struggle” or “contest”— defines those games in which some aspect of a player’s or team’s skill is measured against another player or team. Any game that is based on skill and eliminates luck is a game of agon. The best examples of this type of game are athletic games such as wrestling and baseball. The games of chess and checkers are also classic examples of agon. Contemporary abstract strategy games, such as those in the Project GIPF ser...
Folksonomies: games gaming mechanics
Folksonomies: games gaming mechanics
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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
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