Music in the Role-Playing Game

Music in the Role-Playing Game

Author: William Gibbons

Publisher: Routledge

Published: 2019-07-09

Total Pages: 216

ISBN-13: 1351253182

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Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre. Combining deep analysis with accessible personal accounts of authors’ experiences as players, it will be of interest to students and scholars of music, gaming, and media studies.


Ludomusicology

Ludomusicology

Author: Michiel Kamp

Publisher: Equinox Publishing (UK)

Published: 2016

Total Pages: 0

ISBN-13: 9781781791974

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This book suggests a variety of new approaches to the study of game music.


The Creation of Narrative in Tabletop Role-Playing Games

The Creation of Narrative in Tabletop Role-Playing Games

Author: Jennifer Grouling Cover

Publisher: McFarland

Published: 2014-01-10

Total Pages: 217

ISBN-13: 0786456175

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Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.


The Functions of Role-Playing Games

The Functions of Role-Playing Games

Author: Sarah Lynne Bowman

Publisher: McFarland

Published: 2010-04-13

Total Pages: 217

ISBN-13: 0786455551

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This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.


Role-Playing Game Studies

Role-Playing Game Studies

Author: Sebastian Deterding

Publisher: Routledge

Published: 2018-04-17

Total Pages: 905

ISBN-13: 1317268318

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.


Myfarog

Myfarog

Author: Varg Vikernes

Publisher:

Published: 2019-07-24

Total Pages: 224

ISBN-13: 9781082566349

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MYFAROG (Mythic Fantasy Role-playing Game) (3rd edition) is a fantasy role-playing game, with a setting based on European mythology, religion and fairy tales. The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thulê; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thulê, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thulê can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thulê, in any scale you want. NB! You need a set of polyhedral dice to play the game.


The Sailor Moon Role-playing Game and Resource Book

The Sailor Moon Role-playing Game and Resource Book

Author: Mark C. MacKinnon

Publisher: Guelph, Ont. : Guardians of Order

Published: 1999

Total Pages: 0

ISBN-13: 9780968243114

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Welcome to the ultimate English-language guide for one of the most popular Japanese anime shows of all times! Sailor Moon is a hit with boys and girls of all ages, and is watched on Cartoon Network's popular "Toonami" programming block every day by over one million viewers. This book offers a comprehensive Sailor Moon resource and reference section, including episode summaries, character bios, and series analysis in a clear and easy to read format.


Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age

Author: Stephanie Hedge

Publisher: McFarland

Published: 2021-02-22

Total Pages: 242

ISBN-13: 1476676860

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The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.


Sound Play

Sound Play

Author: William Cheng

Publisher: Oxford University Press

Published: 2014-03-05

Total Pages: 261

ISBN-13: 0199970009

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Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico


Role-playing Games

Role-playing Games

Author: Dave Morris

Publisher:

Published: 2004

Total Pages: 0

ISBN-13: 9781592002542

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Role-playing games is the genre that most meticulously evokes a parallel life for the player-not infrequently down to the detail of what kind of wine is in their hip flask. In addition to the gameplay and simulation aspects of this genre, "Game Guru: Role-Playing Games" looks at the conventions that underlie it-the threat of evil, the archetypal playground of the sword-and-sorcery setting, and so on. With hundreds of examples and in-depth interviews with the experts, this book reveals the secrets to what makes great games compelling and successful. Whether you are a professional or a die-hard role-playing gamer, you'll be intrigued by the clear analysis of play balance, character and level design, learning curves, risk versus reward, puzzles, scale and scope, catch-up effects, symmetry, and many other aspects of game theory. This book gives you the insight you are searching for to enrich your gaming experience.