Forum changes: Editing of posts has been turned off until further notice.
Started by Jonathan Walton, April 25, 2004, 01:46:30 PM
QuoteTHE STORY SO FAR:A Handbook of Contemporary Roleplaying Theory and PracticeTable of ContentsAuthors List Preface Introduction I. Fundamentals/FoundationsWhat is Roleplaying? Why Do We Roleplay? The Development of Roleplaying Contemporary Roleplaying Recent Developments, Future Directions Outreach and Public RelationsII. TechniquesSocial Contract Immersion Stance Fortune Mechanics (Dice, Cards, Other) Karma & Resource Mechanics Drama Mechanics Personality Mechanics Historical Gaming Narrative Distribution (GM-player, GM-less, other) Kicks, Bangs, and Player Ownership of Story Choosing or Building a System Handouts and Other Paraphernalia Drift "Rules-Heavy" "Rules-Lite" Freeform Systems Improvising System Illusion No Myth Scene Framing Non-Linear Play Non-Synchronous Play (PBM, PBeM, Wiki) Live Action Playing: The Basics Playing: Other Approaches Gamemastering: The Basics Gamemastering: Other Approaches Being Part of a GroupIII. Issues & ProblemsDealing with Other Players Avoiding Passivity Other Social Contract Problems Incoherence Issues: Religion Issues: Gender & Sexuality Issues: Race, Ethnicity, & Culture Common Misconceptions (i.e. Mike's Rants)IV. TheoryWhat is Roleplaying Theory? Why Do We Theorize? The Development of Theory Threefold Model GNS and the SECTE(?) Model Aesthetic Theories Other Theoretical Directions Theory in Practice Bibliography Websites Glossary Index
Quote from: Ben LehmanWhat do you picture the articles in the "techniques" section looking like?
QuoteII. Techniques Social Contract Narrative Distribution (GM-player, GM-less, other) Playing: The Basics Playing: Other Approaches Gamemastering: The Basics Gamemastering: Other Approaches Being Part of a Group Choosing or Building a System Drift Stance Fortune Mechanics (Dice, Cards, Other) Karma & Resource Mechanics Drama Mechanics Personality Mechanics Scene Framing Kicks, Bangs, and Player Ownership of Story Handouts and Other Paraphernalia Historical Gaming No Myth Illusion Immersion "Rules-Heavy" points of contact/handling time"Rules-Lite" Freeform Systems Improvising System Non-Linear Play Non-Synchronous Play (PBM, PBeM, Wiki) Live Action
Quote from: clehrichNeel,Good point about the use of space and location. We often think of this as something given, something where you have to work with what you've got. But InSpectres, for example, has a special Confessional Chair, and simply setting that aside creates an ambience of its own. Thanks!
Quote from: clehrichLooking at Emily's breakdown, I'm inclined to say that the first block are must-haves, and the last block are icing, but that's pretty much off the cuff.
Quote from: Emily CareWhat was meant by Historical Gaming, by the way?
Quote from: JonathanThe focus of the book will be on practice and theories that people can immediately implement and see the advantages of, because that's the kind of audience we're aiming this at: people who are going to use this stuff in actual play and design.