Teori-inblik # 8

  • ”Burning wheel codex” af Luke Crane og andre. Her skriver jeg om de to første kapitler. Det første kommer fra ”Adventure burner” og forklarer filosofien bag spillet og giver konkrete råd om at hvordan begynne en kampagne. Det andre indeholder kommentarer om forskellige deler af spillet. De fleste af disse er ikke så intressante, hvis man har forstod idéen bag spillet generelt. De reste af kapitlerne har nye regler, som er ikke relevant for denne beskrivelse.
  • https://www.youtube.com/watch?v=C92CBFkdSxY af Ron Edwards. Han taler om at tage fakler som abstrakte lyskilder, eller om at vågne dem til at fungere som brændende stykker træ som skaber udfordringer.
  • https://arxiv.org/abs/2101.02683 af Johannes Wachs og Balazs Vedres. De analyserer innovation og henting af penger fra publikumet for at lave bretspil og finder at det er mer innovation der.
  • https://www.rollespill.info/blog/2021/5-1 af Kaare Berg er en beskrivelse af fiktiondrivet spilling, som her betyder at alle karakterne gør noget når deres spillerne siger at de gør noget. Jeg har ikke sett denne definition før.
  • http://adeptplay.com/actual-play/characteristics-vs-skills-runequest-roleplaying-glorantha af Noah_t. Der er store forskeller på tærningskast som bruger resistanstabellen og ferdighetstester i Runequest: roleplaying in Glorantha.
  • https://journals.sagepub.com/doi/abs/10.1177/15554120211017040 af Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer og Mitchell McEwan handler om moralitetsmetre i digitale spil. Der er mange spillere som ignorerer dem, men også mange som bruger dem for å bestemme hvordan de agerer eller som et verktøj for reflektion.
  • http://adeptplay.com/actual-play/shadow-yesterday-npc-rolls af Joaquin og Ron Edwards handler om en situation, hvor en birolle fejler en tærningskast som ville have skabet problemer for spillkarakterene. Dette var meget antiklimatiskt. Hvad bør man gjøre nu?
  • http://adeptplay.com/seminar/rule af Ron Edwards fortæller hvordan han foretrekker at definere ”regler”. Dette er den samme som Baker-Care (eller Lumpley) prinsip: systemet eller reglene er måden en gruppe bestemmer hvad som sker næste i spillet.
  • http://gamestudies.org/2101/articles/stirling_wood af Eve Stirling og Jamie Wood handler om historiske (digitale) spil, og hvordan ser spillere rollen af historien i disse spil.
  • http://gamestudies.org/2101/articles/waszkiewicz_kominiarczuk af Agata Waszkiewicz og Mateusz Kominiarczuk giver en klassifikation af forskellige slags priser i digitale spil.
  • https://rucore.libraries.rutgers.edu/rutgers-lib/48694/ af Aaron Trammell. Ph.d.-afhandlingen forsøger at vise hvordan matematisk spilteori på RAND, Diplomacy og Dungeons and dragons udviklede fra hverandre i denne rækkefølge. Det første kapitel handler om matematisk spilteori og ”ludic subjectivity”, det som antages af spillerne i matematisk spilteori. En stærkere kundskab om matematik eller spilteori kunde ha givet et stærkere kapitel. Den historiske baggrund og oplysninger er intressante, men indeholder nogle faktafejl. Kapitel to taler om måder at se på spil som algoritmiske systemer og en kritisk læsning af dem. Kapitel tre fortæller mere om RAND.

Teori-inblik # 8

Teoriakatsaus #7

Teoriakatsaus #7

Theory review #6

Behind paywall

Theory review #6

Teori-innblikk #5

Bak betalingsmur

Teori-innblikk #5

Teoriakatsaus #4

Maksumuurin takana

Akateeminen tutkimus kuuluu ainoastaan yliopistoeliitille. Jos olette eri mieltä, niin kysykää kopiota artikkelista sen kirjoittajilta; yleensä se annetaan mieluusti ja saavatpa palautetta siitä, että pitäisi ehkä harkita julkaisustrategiaansa.

  • https://journals.sagepub.com/doi/full/10.1177/15554120211005231. Premeet Sidhu ja Marcus Carter haastattelivat D&D:n viidennen laitoksen pelaajia ja saivat tietoa hahmokuolemista. Nämä koettiin merkittäviksi tunnetasolla ja osa peilasi oikeassa elämässä koettuja kuolemia näiden avulla. Harrastajan näkökulmasta tästä jää täysin ottamatta huomioon kuoleman erilainen rooli eri pelitavoissa. Lienee turvallisinta tulkita, että tässä on kyse pelkästään hahmojuhlistus/käkkimis/prinsessapelaamisesta.
Teoriakatsaus #4

Theory review #3

  • https://www.tuni.fi/playlab/eudaimonia-mania-understanding-emotional-experiences-in-video-games/ – a research summary about an article on agency and video games, which distinguishes several different types of agency: actual, interpretive, fictional, and mechanical.
  • https://rollespil.blog/2007/03/06/indie-fort%c3%a6llinger/ by Morten Greis Petersen. An old (from 2007) analysis of what ”story now” and ”story games” and ”indie games” seem to mean. I would personally the first as a creative agenda, the second as a cultural movement and the third via being creator-owned or as a cultural movement; the blog post goes a different way. The comments also have discussion about the lack of excitement curve in Forge games and what shape it usually takes in games.
  • https://monumentstaden.wordpress.com/2018/02/28/reflektioner-efter-107-rum/ by Mattias Lejbrink. Reflections and advice after building one floor, 107 rooms, of a megadungeon.
  • https://jannekemppi.wordpress.com/2016/08/12/thinking-about-game-design-part-2-game/ by Janne Kemppi. A look at GM-led adventure roleplaying game theory from the perspective of wider gaming theory. Illustrative of how theoretical work can express personal preferences, rather than aim for the generality of applying to all games everywhere.
  • https://youtu.be/ouuRZBC1mrk – a video about how to be a good roleplayer. There is much generic advice (be present, know the rules) that amounts to general social skills and politeness, and then one bit about PvP, which makes all kinds of assumption about what roleplaying is for. This is typical of generic advice: if it does not make explicit assumptions about what kind of roleplaying it applies to, then it makes implicit ones.
  • https://roolipeliloki.com/2021/04/06/nopista-v5/ by Ville Takanen. Some rules of thumb for using dice when designing a roleplaying game and a short note on why most roleplaying game writing is not design in certain sense of the word. Some of the rules of thumb do not apply always, as one expects: interpreting dice rolls can be fast and in that case having lots of them is fine and having them do nothing is fine, too.
  • http://adeptplay.com/actual-play/right-here-and-long-ago by Ron Edwards and Simon Pettersson. Cold soldier and games like it, immersion, games that forge a personal connection. Comments on emotionally intense roleplay and games guaranteeing a good story.
  • https://vertshuset.podbean.com/e/episode-33-vold/ by Michael Stensen Sollien and Nicolai Krogsrud-Strøm. The characterization of D&D 4 combats as charaterization opportunities is refreshing and in accord with my understanding.
  • https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html – a nice description of various cultural traditions of play within roleplaying, mostly in terms of their associated styles of play but also with a historical perspective. The description of Nordic larp is not very good; larp means live action roleplaying and there are distinct traditions of art larp and more mainstream larps, some of which have adventure, some plot focus, some chilling around a campfire. Significant contact with the story games scene (not really the Forge scene) was a late thing, leading to the so-called structured freeform games.
  • https://lumpley.games/2021/04/07/powered-by-the-apocalypse-part-6/ by Vincent Baker. About how a Powered by the apocalypse game need not be about conflict; an interesting subject, I would say, given how so many roleplaying games focus squarely on conflict and ignore the less forceful, even if more important, parts of being a human.
  • https://www.youtube.com/watch?v=KqIZytzzFKU&t=2s by Matthew Colville. About player agency and railroading in the context of modern D&D. There is a lot of emphasis on the players not believing they have agency, and sometimes the dungeon master not giving them agency. This entire dance can be avoided by being very clear about the agency the players have and emphasizing it all the time; OSR has lots of advice for how to go about this, for example. But as long as a game master maintains the veil of mystery about agency, or keeps the power to give or not give agency, the problem remains.

Theory review #3

Teori-innblikk #2

Teori-innblikk #2

Teoriakatsaus #1

Jotain mainitsemisen arvoisia roolipeliajatuksia, joihin olen törmännyt. Saattaa muodostua tavaksi. Osa on uusia, osa vanhoja asioita, mutta satuin lukemaan näitä nyt. Kommentteihin saapi laittaa lisää kiinnostavaa luettavaa.

Teoriakatsaus #1