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.


Games

Games

Author: C. Thi Nguyen

Publisher:

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

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Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.


Personal Attention Roleplay

Personal Attention Roleplay

Author: Helen Chau Bradley

Publisher:

Published: 2021-10

Total Pages: 0

ISBN-13: 9781777485214

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A young gymnast crushes on an older, more talented teammate while contending with her overworked mother. A newly queer twenty-something juggles two intimate relationships--with a slippery anarchist lover and an idiosyncratic meals-on-wheels recipient. A queer metal band's summer tour unravels amid the sticky heat of the Northeastern US. A codependent listicle writer becomes obsessed with a Japanese ASMR channel. The stories in Personal Attention Roleplay are propelled by queer loneliness, mixed-race confusion, late capitalist despondency, and the pitfalls of intimacy. Taking place in Montreal, Toronto, and elsewhere, they feature young Asian misfits struggling with the desire to see themselves reflected--in their surroundings, in others, online. Chau Bradley's precise language and investigation of our more troubling motivations stand out in this wryly funny debut, through stories that hint at the uncanny while remaining grounded in the everyday.


Role Playing and Identity

Role Playing and Identity

Author: Bruce Wilshire

Publisher:

Published: 1982

Total Pages: 301

ISBN-13: 9780253205995

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"[Wilshire] establishes a phenomenology of theatre, a theory of enactment, and a theory of appearance, none of which American theatre... has ever had." —Performing Arts Journal "... Wilshire makes unique contributions to understanding major aspects of the human condition in its necessary search for selfhood." —Process Studies "It is one of the American classics." —Human Studies


Good Society

Good Society

Author: Vee Hendro

Publisher:

Published: 2018-10

Total Pages:

ISBN-13: 9780648150527

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Good Society is a tabletop roleplaying game where you create an Austen novel with your friends.


Spire

Spire

Author: Grant Howitt

Publisher:

Published: 2018

Total Pages:

ISBN-13: 9780996376563

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Artcade

Artcade

Author: Tim Nicholls

Publisher: Bitmap Books Limited

Published: 2016

Total Pages: 0

ISBN-13: 9780993012976

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Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.