This week has several disparate developments in RPG theory and related areas.
Re-enactment
J. Tuomas Harviainen offers several articles on historical re-enactment groups, including the SCA. He describes some of the results of that research, especially dealing with persona and the importance of social aspects within these groups.
Being Obvious
Graham Walmsley continues his discussion of improvisation for RPGs, by talking about the importance of not over-thinking one's improvisation. As such, he suggests that the first or most desired idea is often the best.
Design Conversation
Emily Care Boss describes how game design can serve the purposes of communicating specific ideas, and that progressing design can become a conversation in this way. She calls on a variety of examples based on gender roles, both for characters and players within the contexts of playing a RPG.
Specialization and Conflict
Chris Chinn talks about specialization in characters (especially with regards to point-buy systems), and the negative effect this has on conflicts. Typically the specialist will win their type of conflict and fail the rest, making the during play decisions less interesting.
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