(Academic) Writing on RPGs

Pramas said:
We just published a book that's a great window into the history of modern games. It's called Hobby Games: The 100 Best. You can find more info on it here:

http://www.greenronin.com/store/grr4001/
I've already ordered it through my FLGS.
You might also try tracking down the four issues of Interactive Fantasy by Hogshead Publishing. It was an attempt to do a sort of academic journal about RPGs some 12 years ago. Some interesting articles in there.
Hmmm. I'll take a look for it.
 

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As this is about communication, I heartily recommend that you read and consider Robin's Laws of Good Game Mastering It superbly discusses the differences in play styles and lays out excellent principles for the game master. It ties right into your points about table play, supplements and story.

When you post your syllabus, will you link to it or make it available offline? I'd be curious. :)
 

I think some compare & contrast between pre-RPG wargames & early RPGs would be a good exercise. Some things to consider are: The development of an umpire or referee role in wargames. Roleplaying (though never called that) in pre-RPG wargames. Games like DragonQuest and The Fantasy Trip that seem to be a reaction to D&D not being "wargamey" enough for some players.

I think classic Traveller also illuminates the differences and intersections between wargame and RPG.

"Prehistory-wise" you'd want to cover the whole chain from Kriegspiel -> Free Kriegspiel -> Strategos -> Braunstiens -> Blackmoor -> Greyhawk -> D&D. The way that the first Blackmoor dungeon delve led to the Dungeon board game which then influenced both Greyhawk and the Blackmoor campaign itself.

Personally, I think the gap between the way many of us played (A)D&D & the way the author himself played it is an important topic.

Guess you can tell which aspects of the hobby I'm currently most interested in. (^_^)

The fact that many console/computer games today still have aspects that are derived from D&D is also an interesting topic. (Especially as some of them are aspects that few other RPGs retained.)
 

Wait... If the 4th edition PHB is on your required textbooks list... That means it's going to cost at least $50... And for a hardcover textbook of those dimensions, probably closer to $130. Great, you just killed D&D! :p

>_> Seriously, though, I don't know how popular your class might be but I wish you the best of luck! If nothing else, your textbooks are probably the cheapest in your entire institution.
 

Alright, since my last reference was so sketchy and useless, I am going to mention something equally sketchy, but perhaps less useless, thanks to a suggestion from my brother.

The Qing Game.

It is a kind of RPG/LARP project created by some College professor and a group of graduate students, and it shows up a lot in college history classes about late Chinese history. In the game, all the students in the class take on roles of people from the Qing-era society, and act and interact based on the rules of that society (with the teacher serving as a the quasi-DM and fills the role of the gods). It is something unique and interesting, especially since it is a well-formalized game designed to teach students, rather than provide entertainment. Unfortunatly, it seems that Google has failed my brother in his search for a good link about it...

If you know any History professors who specialize in chinese history, they might know more.
 


Kwalish Kid said:
I am still interested in any ideas that you might have for this kind of course. What might be a good assignment? What is an essential topic?

For example, I'm planning on having a section of the course on the "rules of morality" that one can find in RPGs. ....If you can think of some aspect of RPGs worth studying, tell me. You may help shape young minds. (OK, that might be a little too much to hope for.) You don't have to be detailed.

I would consider taking a look at the varying levels of storytelling and dramatic development that different RPGs systems allow for. Within the hobby, we all kind of know what we mean when we say that a game is "cinematic", for example, but how do the mechanics of a game translate into a pervasive feeling that shapes the experiences of the players?


Carl
 

CarlZog said:
I would consider taking a look at the varying levels of storytelling and dramatic development that different RPGs systems allow for. Within the hobby, we all kind of know what we mean when we say that a game is "cinematic", for example, but how do the mechanics of a game translate into a pervasive feeling that shapes the experiences of the players?


Carl
To me, this is the majority of the course. How different aspects of a medium affect the communication is what media studies is all about.

In this case:
So how rules for alignment/moral rules change gameplay.
How rules for social skills change gameplay.
(Ugh, should I include FATAL and The Book of Erotic Fantasy in the course? I probably should mention them.)
How the drive to create and sell more rulebooks changes gameplay.
How using visual aids like miniatures changes gameplay.
How rules for character creation changes the characters that get created and used.

I like the topic of 'cinematic' play.
 


Varianor Abroad said:
As this is about communication, I heartily recommend that you read and consider Robin's Laws of Good Game Mastering It superbly discusses the differences in play styles and lays out excellent principles for the game master. It ties right into your points about table play, supplements and story.

When you post your syllabus, will you link to it or make it available offline? I'd be curious. :)
Missed your post. I've been marking and looking in when I've had time.

I love Robin Laws. I think he's still living nearby, so I might be able to get him to talk to the class. There's a small budget for paying the travel costs of guest speakers.

I'll make information about the course publicly available. It might be some time before it's available, though.
 

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