LarpCraft Myths & Legends Rulebook

LarpCraft Myths & Legends Rulebook

Author: LarpCraft, Inc.

Publisher: LarpCraft, Inc.

Published: 2014-01-01

Total Pages: 76

ISBN-13:

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Our theme is Medieval... Our skills blend fantasy with play-ability... Our combat system is fast but not full contact. We believe registration should be fast, simple and efficient. We don’t want you to take 6 months to learn the game, we want you to start playing as quickly as possible. LarpCraft provides a system unlike any other you have ever seen. Diverse story and worlds, online character tracking and the ability to use your experience to learn the skills needed to progress your character.


Myths and Legends Medieval Fantasy Larp System 2015 Edition

Myths and Legends Medieval Fantasy Larp System 2015 Edition

Author: Ryan R. Harden

Publisher: CreateSpace

Published: 2015-01-17

Total Pages: 172

ISBN-13: 9781507609866

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The 2015 Myths & Legends Larp rule book brought to you by LarpCraft. This rule book is used worldwide for live action roleplay (Larp) events set to a medieval fantasy setting. LarpCraft rule books are designed and modified by the LarpCraft community using a worldwide voting process to insure games are fun, informative and diversified for all types of players.


Pervasive Games

Pervasive Games

Author: Markus Montola

Publisher: CRC Press

Published: 2009-06-12

Total Pages: 337

ISBN-13: 0080889794

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Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.


Shared Fantasy

Shared Fantasy

Author: Gary Alan Fine

Publisher: University of Chicago Press

Published: 2002-08-14

Total Pages: 298

ISBN-13: 0226249441

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This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.


The Fantasy Role-Playing Game

The Fantasy Role-Playing Game

Author: Daniel Mackay

Publisher: McFarland

Published: 2017-08-11

Total Pages: 216

ISBN-13: 0786450479

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Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.