The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game... more
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game rules. In particular, it charts the central role combat customarily assumes in roleplaying games from the creation of Dungeons and Dragons in 1975 to current Massive Multiplayer Online Role Playing Games. Firstly, through an interdisciplinary viewpoint which combines historical and cultural studies' perspectives with narrative theory, the literature review examines the history of roleplaying games in direct connection with the hobby's wargaming origins, as well as with the games' literary and cultural sources. Following this, a textual analysis of selected influential games, both tabletop and digital, aims at revealing the role of combat in each game by examining both quantitative and qualitative elements in the games' artwork, narrative elements and ruleset. In addition, the chapter examines the role of player readings according to both cultural and narrative theories. The findings underline the fact that the legacy of wargames, along with several cultural elements inherent in speculative fiction, have allowed combat encounters to remain entrenched in the core of the roleplaying experience, even when the designers have previously stated antithetical intentions in terms game design. Along with further research which would determine the exact benefits players
Research Interests:
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game... more
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game rules. In particular, it charts the central role combat customarily assumes in roleplaying games from the creation of Dungeons and Dragons in 1975 to current Massive Multiplayer Online Role Playing Games. Firstly, through an interdisciplinary viewpoint which combines historical and cultural studies' perspectives with narrative theory, the literature review examines the history of roleplaying games in direct connection with the hobby's wargaming origins, as well as with the games' literary and cultural sources. Following this, a textual analysis of selected influential games, both tabletop and digital, aims at revealing the role of combat in each game by examining both quantitative and qualitative elements in the games' artwork, narrative elements and ruleset. In addition, the chapter examines the role of player readings according to both cultural and narrative theories. The findings underline the fact that the legacy of wargames, along with several cultural elements inherent in speculative fiction, have allowed combat encounters to remain entrenched in the core of the roleplaying experience, even when the designers have previously stated antithetical intentions in terms game design. Along with further research which would determine the exact benefits players
Research Interests:
Research Interests:
CfP
Research Interests:
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game... more
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game rules. In particular, it charts the central role combat customarily assumes in roleplaying games from the creation of Dungeons and Dragons in 1975 to current Massive Multiplayer Online Role Playing Games. Firstly, through an interdisciplinary viewpoint which combines historical and cultural studies' perspectives with narrative theory, the literature review examines the history of roleplaying games in direct connection with the hobby's wargaming origins, as well as with the games' literary and cultural sources. Following this, a textual analysis of selected influential games, both tabletop and digital, aims at revealing the role of combat in each game by examining both quantitative and qualitative elements in the games' artwork, narrative elements and ruleset. In addition, the chapter examines the role of player readings according to both cultural and narrative theories. The findings underline the fact that the legacy of wargames, along with several cultural elements inherent in speculative fiction, have allowed combat encounters to remain entrenched in the core of the roleplaying experience, even when the designers have previously stated antithetical intentions in terms game design. Along with further research which would determine the exact benefits players
Research Interests:
Landscapes evolve. Forests turn into cities, rivers change course and even mountains slowly erode. Perhaps it stands to reason then, that the landscapes of the fantastic evolve as well. In recent times, the evolution of the imaginary... more
Landscapes evolve. Forests turn into cities, rivers change course and even mountains slowly erode. Perhaps it stands to reason then, that the landscapes of the fantastic evolve as well. In recent times, the evolution of the imaginary worlds found in speculative works of fiction appears to favour diversity and inclusiveness, keeping in touch with wider societal trends. This transition in fantastic chronotopes is extensively chronicled in the genre of Tabletop Role-Playing Games, or TRPGs for short. The present paper aims to examine the evolution of fantastical landscapes within the very influential TRPG genre through the combined framework of narrative and cultural theories. The settings of the most successful TRPGs, Dungeons and Dragons and World of Darkness, will serve as examples. The results will provide valuable insights into how and why the worlds of speculative fiction change over time, often in response to wider societal change.
Research Interests:
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game... more
The chapter examines how wargaming directly influenced roleplaying games, both in their tabletop and digital iterations, to the point of establishing combat as a core component of roleplaying, narratively as well as in terms of game rules. In particular, it charts the central role combat customarily assumes in roleplaying games from the creation of Dungeons and Dragons in 1975 to current Massive Multiplayer Online Role Playing Games. Firstly, through an interdisciplinary viewpoint which combines historical and cultural studies' perspectives with narrative theory, the literature review examines the history of roleplaying games in direct connection with the hobby's wargaming origins, as well as with the games' literary and cultural sources. Following this, a textual analysis of selected influential games, both tabletop and digital, aims at revealing the role of combat in each game by examining both quantitative and qualitative elements in the games' artwork, narrative elements and ruleset. In addition, the chapter examines the role of player readings according to both cultural and narrative theories. The findings underline the fact that the legacy of wargames, along with several cultural elements inherent in speculative fiction, have allowed combat encounters to remain entrenched in the core of the roleplaying experience, even when the designers have previously stated antithetical intentions in terms game design. Along with further research which would determine the exact benefits players
Research Interests:
Landscapes evolve. Forests turn into cities, rivers change course and even mountains slowly erode. Perhaps it stands to reason then, that the landscapes of the fantastic evolve as well. In recent times, the evolution of the imaginary... more
Landscapes evolve. Forests turn into cities, rivers change course and even mountains slowly erode. Perhaps it stands to reason then, that the landscapes of the fantastic evolve as well. In recent times, the evolution of the imaginary worlds found in speculative works of fiction appears to favour diversity and inclusiveness, keeping in touch with wider societal trends. This transition in fantastic chronotopes is extensively chronicled in the genre of Tabletop Role-Playing Games, or TRPGs for short. The present paper aims to examine the evolution of fantastical landscapes within the very influential TRPG genre through the combined framework of narrative and cultural theories. The settings of the most successful TRPGs, Dungeons and Dragons and World of Darkness, will serve as examples. The results will provide valuable insights into how and why the worlds of speculative fiction change over time, often in response to wider societal change.
Research Interests:
The opportunity for self-expression is one of the primary benefits tabletop role-playing games grant to the participants. Ideally, within a role-playing game a player can adopt and perform any persona, limited only by each game's setting.... more
The opportunity for self-expression is one of the primary benefits tabletop role-playing games grant to the participants. Ideally, within a role-playing game a player can adopt and perform any persona, limited only by each game's setting. In practice though, the role-playing experience emerges from the interaction between player and game design. While players can be located anywhere in the world though, the designers of popular, and thus more culturally influential games, tend to either originate from, or be heavily influenced by, North American culture. As a result, non-American gaming groups often need to negotiate American-influenced cultural frameworks during character creation and actual play. Given the influence of tabletop role-playing games in popular culture worldwide, the negotiation process informs both the study of role-playing games as well as cultural studies in general.
The present paper aims to examine the means through which international players negotiate American-influenced frameworks within the two most popular tabletop role-playing games, namely Dungeons & Dragons and World of Darkness, both during character creation and actual play, in order to successfully fulfill the self-expression function of these games. Literature review and textual analysis are employed to locate North American cultural frameworks within each game. The paper then examines, through a cultural studies lens, how and why such frameworks, along with relevant pop culture items, are likely to affect the players' choices.
The hypothesis is finally tested through the case study of the author's Greek gaming group, through the use of semi-structured interviews and survey analysis of the group's player characters. The findings suggest that players recognize the existence of North American cultural frames within Dungeons & Dragons and World of Darkness, and consciously attempt to repurpose them through both narrative and performative techniques. Still, their narrative and performative choices remain informed by these frames, mainly during the character creation phase. Finally, respondents' answers suggest that diversity within a gaming setting affords greater freedom of expression to the players even when elements from their own culture are absent.
The present paper aims to examine the means through which international players negotiate American-influenced frameworks within the two most popular tabletop role-playing games, namely Dungeons & Dragons and World of Darkness, both during character creation and actual play, in order to successfully fulfill the self-expression function of these games. Literature review and textual analysis are employed to locate North American cultural frameworks within each game. The paper then examines, through a cultural studies lens, how and why such frameworks, along with relevant pop culture items, are likely to affect the players' choices.
The hypothesis is finally tested through the case study of the author's Greek gaming group, through the use of semi-structured interviews and survey analysis of the group's player characters. The findings suggest that players recognize the existence of North American cultural frames within Dungeons & Dragons and World of Darkness, and consciously attempt to repurpose them through both narrative and performative techniques. Still, their narrative and performative choices remain informed by these frames, mainly during the character creation phase. Finally, respondents' answers suggest that diversity within a gaming setting affords greater freedom of expression to the players even when elements from their own culture are absent.