Academic literature on the topic 'Dungeons and Dragons'

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Journal articles on the topic "Dungeons and Dragons"

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Sofyan, Rizal. "Kuasa pemain Dungeons & Dragons dalam analisis teater kaum tertindas." Imaji 20, no. 2 (October 6, 2022): 146–56. http://dx.doi.org/10.21831/imaji.v20i2.48803.

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Dungeons Dragons adalah permainan table-top berjenis storytelling dan role-playing. Permainan ini menginstruksikan pemainnya untuk membuat sekaligus memainkan karakter yang nantinya akan hadir di dalam sebuah skenario. Salah satu fitur dalam permainan ini adalah kebebasan untuk berimajinasi dan menulis cerita baik oleh Dungeon Master (pemimpin permainan) maupun pemain. Hal ini menciptakan ruang kuasa pemain atas cerita dalam permainan. Penelitian ini menganalisis ruang kuasa tersebut dengan pendekatan teater kaum tertindas pada salah satu sesi permainan dengan skenario berjudul Horror at Havel’s Cross. Metode penelitian practice-led research digunakan untuk memahami hubungan antara praktik saat permainan berlangsung dan teori teater kaum tertindas. Tujuan penelitian ini ialah untuk menjelaskan ruang kuasa pemain atas cerita dalam permainan table-top Dungeons Dragons. Kata Kunci: Dungeons Dragons, Teater Kaum Tertindas, Kuasa Pemain The power of Dungeons Dragons players in the theatrical analysis of the oppressed AbstractDungeons Dragons is a storytelling and role-playing table-top game. This game instructs players to create and play characters that will later appear in a scenario. One of the features of this game is the freedom for both the Dungeon Master (the game leader) and the players to imagine and write stories. This creates a space of power for the players over the story in the game. This study analyzed the space of power with the theatrical approach of the oppressed in one of the game sessions with a scenario entitled Horror at Havel's Cross. A practice-led research method was used to understand the relationship between play-time practice and the theatrical theory of the oppressed. The purpose of this study was to explain the players’ space of power over the story in the Dungeons Dragons table-top game. Keywords: Dungeons Dragons, Theater of the Oppressed, Power of Players
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Borecky, Andrew. "Dungeons, Dragons, and Music." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.

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Since 1974, Dungeons & Dragons (D&D) has existed on the fringes of popular culture alongside many other tabletop roleplaying games. In recent years, however, D&D and other RPGs have emerged at the forefront of gaming culture. The allure of fantasy and magic draws players into creating and roleplaying characters in a mediated fantasy space through social interaction. Though largely untheorized, Dungeons & Dragons has been examined through sociological and philosophical lenses, though these studies often ignore the performative aspects of the game itself. During gameplay, Dungeon Masters (DMs) often exploit sensory detail, music specifically, in order to encourage roleplay in their players. The fifth edition handbook of D&D states that DMs can use “music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they might play in the game.” The following research explores the use of music within D&D as it relates to the players’ ability to immerse themselves within the game, drawing on research in ludomusicology and applying a lens of reflexive and close ethnography. Additionally, this research explicates a growing popularity of D&D on the internet through shows such as Critical Role and the live storytelling genre, as well as how it has altered ideas concerning the performance of voice. Based on interviews with players and observations of D&D games in person and via online streaming services, this article asserts that music allows players to immerse themselves within the setting of the game, which in turn creates a form of participatory performance for both the players and the Dungeon Master.
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Schell, Orville. "Dragons and Dungeons." China Quarterly 139 (September 1994): 783–93. http://dx.doi.org/10.1017/s0305741000043162.

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Mariucci, Andrea. "From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts." Mutual Images Journal, no. 11 (December 20, 2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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McLean, K. Robin. "Dungeons, Dragons and Dice." Mathematical Gazette 74, no. 469 (October 1990): 243. http://dx.doi.org/10.2307/3619822.

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Bryant, Levi R. "Substantial Powers, Active Affects: The Intentionality of Objects." Deleuze Studies 6, no. 4 (November 2012): 529–43. http://dx.doi.org/10.3366/dls.2012.0081.

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What can Dungeons & Dragons teach us about the being of beings? This article argues that Dungeons & Dragons introduces us to a world composed of objects or entities, where the being of objects is defined not by their qualities, but rather by their powers, capacities or affects. Drawing on the thought of Spinoza, Deleuze and Molnar, objects are seen to be defined by what they can do or their capacities to act, such that qualities are effects of these acts. Dungeons & Dragons is particularly suited to showing us this insofar as it focuses on the action of entities.
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Stang, Sarah, and Aaron Trammell. "The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons." Games and Culture 15, no. 6 (May 19, 2019): 730–47. http://dx.doi.org/10.1177/1555412019850059.

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This article introduces the concept of the ludic bestiary, a game mechanic that the authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a case study, the authors demonstrate how the game’s bestiary, the Monster Manual, functions as a tool of patriarchal control by defining, categorizing, and classifying the body of the female other as evil, abject, and monstrous. Importantly, the ludic bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been remediated as a narrative-heavy submenu in several digital games. The authors find that the figure of the monstrous woman persists in games because of the widespread distribution of the Monster Manual to young men in hobby communities, the cultural influence of Dungeons & Dragons, depictions of monstrosity that blend the erotic with the maternal, and the discursive categorization and objectification of the female body by ludic systems.
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Hasibuan, Hendry Ignatius, and Siegfrieda A. S. Mursita Putri. "Translation Strategy and Terms of Acceptability in a Dungeons and Dragons Translation." International Dialogues on Education Journal 9, no. 1 (August 24, 2022): 42–63. http://dx.doi.org/10.53308/ide.v9i1.278.

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Gaming has become increasingly popular in the past few years, with many games originating in foreign countries bringing unfamiliar terms within them. With their global releases, a game would usually come with localized terms which are sometimes inaccurate and leave the players scratching their heads in confusion. This study examines the acceptability of translation containing fantasy and gaming terms in the translation of "Dungeons and Dragons" and identifies the difficulties which arose from the interpretation of the unfamiliar terms. The study used two theoretical frameworks to answer the research questions; the first one was Cortales’ (2012) translation strategies, and the second was Nababan et al. (2012) acceptability assessment. The strategy employed aimed to observe the subject from several angles. The local translation from the narrator (Dungeon Master) was examined alongside the interpretation and their acceptability. The data was collected in three steps. The first one was recording and observing a session of gameplay of Dungeons and Dragons. The second step was to interview the player discussing their translation strategy as well as the results of their translation. The last step was to hand out a translation acceptability questionnaire to the players which they then filled out. The data collected was analyzed based on the theories and concluded to synthesize the overall research process.
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Bjørkelo, Kristian. "I Am... Bothered About D&D." Eludamos: Journal for Computer Game Culture 13, no. 1 (December 31, 2022): 111–21. http://dx.doi.org/10.7557/23.6981.

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Is Dungeons & Dragons receiving too much attention in game studies compared to other tabletop role playing games? And what, if any, are the issues with this? In this commentary the author creates an overview of the overwhelming focus on Dungeons & Dragons in game studies journals and puts it in relation to the cultural and economic position of the popular role playing games. The author calls for a more diverse and critical approach to tabletop role playing games in game studies, and the need to take into account the different playstyles fostered by different mechanics and the communities that form around the games.
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Carter, Robert, and David Lester. "Personalities of Players of Dungeons and Dragons." Psychological Reports 82, no. 1 (February 1998): 182. http://dx.doi.org/10.2466/pr0.1998.82.1.182.

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Dissertations / Theses on the topic "Dungeons and Dragons"

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Clements, Philip Jameson. "Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1573729920432102.

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Aikio, J. (Jukka). "Misunderstandings during gameplay of Dungeons and Dragons." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904041427.

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Abstract. The goal of this study was to locate misunderstandings, their causes and ways of resolving them during the gameplay of Dungeons and Dragons, in hopes of discovering what causes misunderstandings that disrupt the game and make it less enjoyable for players. Along with a short history of the development of the game, key terminology, core of gameplay, and the three main aspects of gameplay were also introduced. Dungeons and Dragons was inspected as a game and a co-operatively constructed narrative, thus narrative theory was included in the theoretical framework of this study, in addition to theory of miscommunication. The study was conducted by analysing extracts of a video recording of a single gameplay session of Dungeons and Dragons. The extracts under analysis were categorised under one of the three aspects of gameplay (combat, exploration, social interaction). The extracts were then presented with an amount of context, after which the causes of misunderstandings present in the extract were analysed and discussed. Collective discussion of the extracts and linguistic elements that caused misunderstanding followed the analysis section. During the discussion, the extracts were comparatively discussed and related to the specific elements that seemed to cause misunderstanding. Finally, the results of the study were summarized in the concluding section of the study. Most of the misunderstandings that were present in the data occurred during the combat aspect of the game and were caused by, or closely related to rules of the game. Misunderstandings that occurred during exploration and social interaction were found to be less disruptive, as they could occasionally be tied to the surrounding narrative, which would arguably reduce their disruptiveness. The misunderstandings that occurred were most commonly resolved by negotiating an understanding between the communicants, or by way of repair. Because of the small sample size, generalizable ways to counteract or avoid misunderstandings were not discovered. Nevertheless, tentative speculation of ways to avoid misunderstandings was provided on occasions where possible. Further research of role-playing games might be directed towards the effects that a dungeon master’s actions have on a game. Alternatively, focus could be directed towards the functions that table-top role-playing games might have outside of entertainment, such as educational functions for example.Tiivistelmä. Tutkimuksen kohteena olivat väärinymmärrykset Dungeons and Dragons pöytäroolipelissä. Tutkimuksen tavoitteena oli paikallistaa mikä aiheuttaa väärinymmärryksiä, miten väärinymmärrykset ratkaistiin, sekä miten väärinymmärryksiä voidaan välttää, jotta peliä häiritsevien elementtien syyt saataisiin selville ja siten häiriötekijät voitaisiin minimoida. Pelin kehityshistoria sekä sen terminologia ja perusteet esiteltiin lyhyesti tutkimuksen yhteydessä. Perusteista tärkeimpinä mainittakoon pelin toimintaperiaate sekä sen kolme peruspilaria (taistelu, tutkinta, ja sosiaalinen kanssakäynti). Dungeons and Dragons -peliä analysoitiin yhteisesti luotuna narratiivina, minkä takia kommunikaatiovaikeuksien teorian lisäksi tutkimuksen viitekehykseen kuului myös narratiivintutkimus. Tutkimuksen aineistona toimivat otteet yhden kokonaisen pelisession videonauhoitteesta. Otteet lajiteltiin pelin kolmen peruspilarin mukaan, jonka jälkeen ne esitettiin lukijalle ja analysoitiin yksitellen, keskittyen väärinymmärrystä aiheuttaviin tekijöihin. Analyysia seuraavassa osiossa keskustelu keskittyi otteita yhdistäviin tekijöihin ja väärinymmärrystä aiheuttaviin elementteihin kollektiivisesti. Tutkimuksen päätteeksi analyysin ja keskustelun pohjalta esitettiin yhteenveto. Suurin osa väärinymmärryksistä tapahtui taistelujaksojen yhteydessä ja johtui säännöistä. Säännöistä johtuvat väärinymmärrykset haittasivat pelin etenemistä myös eniten, verrattuna väärinymmärryksiin pelin kahden muun aspektin aikana. Muiden peruspilarien aikana tapatuvat väärinymmärrykset sidottiin usein pelin narratiiviin, mikä vähensi niiden haittavaikutusta ainakin säännöistä johtuviin väärinymmärryksiin verrattuna. Väärinymmärrykset ratkaistiin useimmiten neuvottelemalla yhteisymmärrys keskusteluun osallistuvien osapuolien kesken. Yleistettäviä keinoja torjua ja välttää väärinymmärrystä ei kyetty johtamaan tutkimusmateriaalin rajatusta koosta johtuen. Siitä huolimatta muutamia hypoteettisia keinoja esiteltiin silloin kun niitä kyettiin johtamaan analysoitavista otteista. Pöytäroolipelien tutkimusta voitaisiin tulevaisuudessa suunnata kohti vaikutuksia, joita pelinjohtajan roolia täyttävällä pelaajalla ja hänen teoillaan on peliin kokonaisuudessaan. Tulevaisuudessa tutkimus voisi myös suuntautua pöytäroolipelien eri tarkoituksiin viihteen lisäksi, kuten esimerkiksi pöytäroolipeleihin opetustyökaluna.
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Strickland, Klaira. "Defining Fan Subcultures within Dungeons & Dragons." Thesis, Western Illinois University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10809137.

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First created in 1974, the largest table-top role-playing game (RPG) Dungeons & Dragons (D&D) started out as a war game where multiple players could join in and fight monsters. Grounded in fantasy conventions and as a way to explore fantasy genres, Dungeons & Dragons popularity continued through new editions and add-ons. In addition, Dungeons & Dragons legacy has lived on in the gaming world as the father of most RPGs and fantasy games with a large fan following across various editions and over multiple decades. The fan following is still evident today due to D&D's foundations in high fantasy. An exploration of the ways in which fantasy narrative plays a role in the fan culture of D&D is necessary to understand how the aspects of fantasy affect gameplay and how players view D&D. By conducting a study of Dungeons & Dragons players which focused on close game play, players' relationships to other fantasy genres, and how players interacted with game conventions, I explored the ways in which Dungeons & Dragons introduced players to fantasy and how they participated in a fandom. This paper will present the findings of the study as well as situate Dungeons & Dragons in relationship to other fantasy and gaming subcultures.

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Leopold, Robert. "The Player Character's Journey: The Hero's Journey in Moldvay's Dungeons & Dragons." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3679.

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This study explores the archetypes, motifs, and stages of the Joseph Campbell's Hero's Journey as they are found in the Moldvay revision of the rules to Basic Dungeons & Dragons, that emerge from playing the game using the seven adventure modules printed for these rules. Using narratological concepts, the definition of what makes narrative is expanded to include the narrative that emerges by playing story-based roleplaying games like Dungeons & Dragons. These narratives, based on the seven adventure modules, are the analyzed using Campbell's monomyth as an interpretive tool, showing that these types of narratives are up to similar academic scrutiny as other forms of narrative. Such scrutiny shows that the types of narrative that emerge from playing a tabletop roleplaying game like Dungeons & Dragons need an expansion of the models for narrative analysis. This expansion presents a myriad of opportunities for future study.
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Clements, Philip Jameson. "Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & Dragons." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1448050814.

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SILVA, Leonardo Xavier de Lima e. "Processos cognitivos em jogos de role-playing: world of warcraft vs. dungeons & dragons." Universidade Federal de Pernambuco, 2008. https://repositorio.ufpe.br/handle/123456789/8206.

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Made available in DSpace on 2014-06-12T22:58:12Z (GMT). No. of bitstreams: 2 arquivo3874_1.pdf: 4086625 bytes, checksum: 22eaa568ecb5732e0ac00a8a939d23b9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2008
Conselho Nacional de Desenvolvimento Científico e Tecnológico
A presente dissertação é uma análise comparativa da psicologia dos Roleplaying Games (RPGs), em suas modalidades 'de mesa' (PnP RPG) e online (MMORPG). Os referenciais científicos adotados para tal incluem, além de uma revisão da história dos jogos, a Teoria da Mediação Cognitiva (CAMPELLO DE SOUZA, 2004), a Teoria da Integração Conceitual (TURNER & FALCONNIER, 2002), um modelo fatorial das motivações nos RPGs (YEE, 2005), a perspectiva piagetiana sobre jogos e desenvolvimento cognitivo (PIAGET, 1990), a visão de Vygotsky acerca do papel sociocultural dos jogos no desenvolvimento (NEGRINE, 1995) e os Quadros de Interação (FINE, 1983). A investigação empírica abrangeu os jogos Dungeons & Dragons (D&D) e World of Warcraft (WoW), cujos jogadores foram abordados através de questionários online. Ao todo foram 606 participantes de WoW e 690 de D&D numa amostra de conveniência obtida via Web no período de outubro a dezembro de 2007. Os questionários abordaram a demografia dos indivíduos, além de suas motivações, interações, decisões, atividades, experiências, estratégias, emoções e uso de meios de suporte cognitivo no jogo. Os dados coletados foram analisados estatisticamente, com os achados interpretados à luz dos referenciais supramencionados. Os resultados obtidos revelaram que: (a) os jogadores de WoW tendem a ser mais motivados do que os de D&D, provavelmente devido à natureza mais recompensadora do primeiro jogo, (b) WoW mostra-se como um jogo voltado para regras e colaboração onde jogador e personagem se sobrepõem, enquanto que D&D apresenta-se como essencialmente simbólico e voltado para o role-playing, com clara separação entre jogador e personagem, (c) a mediação hipercultural prevalece entre os jogadores de WoW e a mediação cultural entre os de D&D, (d) os jogadores de D&D usam mais mecanismos de mediação do que os de WoW, possivelmente devido à menor potência computacional dos tipos de mecanismos favorecidos pelos primeiros, (e) WoW tende a favorecer o desenvolvimento do pensamento científico, o mesmo não ocorrendo com D&D, (f) a imersão em D&D envolve a inserção passiva dentro de uma narrativa literária, enquanto que em WoW envolve um processo cognitivo mais ativo e emocionalmente engajado e (g) existe uma clara diferença demográfica entre os dois tipos de jogador, em parte devido ao procedimento de pesquisa, mas também pode ser causa ou efeito das diferenças psicológicas observadas. Conclui-se que os RPGs estudados apresentam elevada complexidade cognitiva, sendo catalisadores de processos mentais sofisticados, com o de mesa mais próximo de um deleite literário e possíveis vocações psicoterapêuticas, enquanto o online está mais ligado ao pensamento lógico-matemático e ao trabalho em equipe, portanto, mais afins ao interesses educacionais. Ao final, são feitas diversas sugestões de investigações futuras para os temas abordados
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Lindhagen, Emma. "Which Foot Forward? : An analysis of footing in the Dungeons & Dragons stream Critical Role." Thesis, Stockholms universitet, Engelska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190734.

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Tabletop roleplaying games are a type of social, narrative game driven by a group conversation in which a narrative which is co-created by the participants and propelled forward by some mechanical component (for example dice rolls used to determine the narrative outcomes of actions). As mode of spontaneous conversation that has a unique set of specific characteristics, it might be fair to claim that TTRPGs constitute a unique oral genre (or, in conversation analytic terms, a unique speech-exchange system).  One of the most notable characteristics of TTRPGs as conversations is the intensive use of footing shifts. As the players alternate between orienting toward the conversation as players of a game with mechanical components and as co-creators of a joint narrative, various different resources are used to signal what footing a particular turn-at-talk is produced from. Using video from Critical Role, a live-streamed Dungeons & Dragons show, this paper examines the use of footing in TTRPGs and what resources are used to signal these.  The results of the study showed that several different types of footing were used in this material, with a large amount of overlap between them. Though it was possible to identify the primary resources for signalling some of them, for others it was not clear.
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Svan, Oscar, and Anna Wuolo. "Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & Dragons : A Comparative Study." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448012.

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This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons & Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game.
I detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons & Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons & Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons & Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
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Hedblom, Alexander. "Vad betyder det att en roll är religiös enligt rollspelare? : Om vad en religiös roll gör i rollspel, dess utformning och den meningen som tillskrivs den religiösa rollen därav." Thesis, Högskolan i Gävle, Religionsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-26403.

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Populärkultur kan ha påverkat ungdomars syn på vad religion handlar om, vad en religiös gör, och därmed även vad som är att klassa som religiositet. Att undersöka om så är fallet kan ge värdefull kunskap till vidare forskning, eftersom det leder oss till att bättre förstå vårt samtida samhälle. Rollspelare undersöks i frågan om vad som enligt dem själva gör roller i rollspel religiösa, och vilken betydelse de i dessa fall tillskriver rollernas religiositet. Ett annat mål är att se om det finns någon specifik betydelse för vad religiositet är i specifikt rollspel. Studiens frågeställning är: Vad betyder det att en roll är religiös enligt rollspelare? Studien använder sig av en teori som utgår från att betydelse skapas i hur koncept används i praktiken. Dess fokus blir därmed att besvara frågan om betydelse genom att se hur religiös roll tillämpas i rollspel, samt hur det talas kring vad en religiös roll är och gör. Undersökningen genomförs i tre moment av datainsamling: en intervjuundersökning, en observation av en rollspelssession samt kort översikt på litteratur i form av regelböcker. Det producerades tyliga svar om hur religiösa rollen tillämpas. Religiösa rollen är främst en präst med tillgång till gudarnas mätbara, spelmekaniska krafter(magi), magi som specifikt används till strid och läkande. Den religiösa rollen är i samtliga observerade fall en som aktivt jobbar åt gud, och bär alltid yrkestitel som anspelar på det, det är titlar som i nästan samtliga fall är en präst. Det är genomgående tät anknytning mellan betydelsen att en religiös är en som jobbar med gud. Specifikt så är i nästan samtliga fall magier av sådan sort att de hjälper rollen i stridssituationer, genom att utföra direkt skada men även genom att magiskt hela sår efter en strid. Även om inte enbart präster kan vara religiös så observerades religiösa inslag enbart hos prästroller i fältstudien, alla andra icke-präst roller visade varken tecken om att bry sig om gudar eller att inneha någon syn eller utövande av religiösa seder, böner, vidskepelser, konsulteringar från präster eller gudsfruktan. Sådan praxis att inte agera på sin tro stärker synen hos spelarna att endast präster blir kopplad till religiositet, sättet att använda koncept som t.ex. religion förändrar betydelsen av religion, vilket förklaras av teorin om symbolisk interaktionism.
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Sundström, Björn. "Design och utvärdering av stridssystem med fokus på meningsfulla val." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4365.

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Syftet med detta arbete är att designa och utvärdera ett stridssystem för ett rollspel, som skall ha en högre grad av meningsfulla val än de två kommersiella rollspel som utvärderas tillsammans med det egenutvecklade stridssystemet. För att få en högre grad av meningsfulla val så designas stridssystemet efter två teorier: triangulära val och multiple-dice systems. Graden av meningsfulla val utvärderas genom strukturerade intervjuer där respondenterna svara på en enkät.

Utvärderingen visade att det egenutvecklade stridssystem inte uppnådde en högre grad av meningsfulla val än de två kommersiella stridssystemen.

Rollspelet bör i framtiden modifieras för att korrigera de problem som framkom genom utvärderingen. Utvärderingsmetoden som användes i arbetet kan utvärdera graden av meningsfulla val i alla typer av spel.

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Books on the topic "Dungeons and Dragons"

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Richard, Baker. Dungeons & Dragons: Manual of the Planes: Dungeons & Dragons 4E. Renton, Wash: Wizards of the Coast, 2008.

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Monte, Cook, Tweet Jonathan, Williams Skip, Gygax Gary, Arneson Dave, Lockwood Todd, Wood Sam, Cudnohufsky Craig, and Wizards of the Coast, Inc., eds. Dungeons & dragons dungeon master's guide: Core rulebook II. Renton, WA: Wizards of the Coast, 2000.

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Richard, Baker, ed. Dungeons & dragons for dummies. 4th ed. Hoboken, N.J: Wiley Pub., 2008.

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Tweet, Jonathan. Dungeons & Dragons Minatures Handbook. Renton,WA: Wizards of the Coast, 2003.

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Mearls, Mike. Dungeons & Dragons: Primal Power. Renton, Wash: Wizards of the Coast, 2009.

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Slavicsek, Bill. Dungeons & Dragons For Dummies. New York: John Wiley & Sons, Ltd., 2005.

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Richard, Baker, ed. Dungeons & dragons for dummies. Hoboken, NJ: Wiley, 2005.

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Glaberson, Cory. Dragons. Edited by Leason Jeff R. Niles, IL: Mayfair Games, 1986.

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Robichaud, Christopher, ed. Dungeons & Dragons and Philosophy. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.

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Dungeons Dragons Deluxe Dungeon Masters Screen Dungeons Dragons. Wizards of the Coast, 2011.

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Book chapters on the topic "Dungeons and Dragons"

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Lumpkin, Steven. "Procedural Storytelling in Dungeons & Dragons." In Procedural Storytelling in Game Design, 257–68. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-23.

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Littmann, Greg. "Sympathy for the Devils." In Dungeons & Dragons and Philosophy, 5–22. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch1.

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McCain, Kevin. "Who Is Raistlin Majere?" In Dungeons & Dragons and Philosophy, 132–44. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch10.

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Jones, Matthew, and Ashley Brown. "Expediency and Expendability." In Dungeons & Dragons and Philosophy, 145–62. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch11.

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Noll, Samantha. "By Friendship or Force." In Dungeons & Dragons and Philosophy, 163–71. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch12.

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MacCallum-Stewart, Esther. "“Kill her, kill her! Oh God, I'm sorry!”." In Dungeons & Dragons and Philosophy, 173–88. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch13.

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Mussett, Shannon M. "Berserker in a Skirt." In Dungeons & Dragons and Philosophy, 189–201. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch14.

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Nicholas, Jeffery L. "“Others play at dice”." In Dungeons & Dragons and Philosophy, 202–16. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch15.

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Miles, J. K., and Karington Hess. "Paragons and Knaves." In Dungeons & Dragons and Philosophy, 23–34. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch2.

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Mussett, Neil. "Is Anyone Actually Chaotic Evil?" In Dungeons & Dragons and Philosophy, 35–59. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch3.

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Conference papers on the topic "Dungeons and Dragons"

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Triyason, Tuul. "Exploring the Potential of ChatGPT as a Dungeon Master in Dungeons & Dragons tabletop game." In IAIT 2023: 13th International Conference on Advances in Information Technology. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3628454.3628457.

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Callison-Burch, Chris, Gaurav Singh Tomar, Lara Martin, Daphne Ippolito, Suma Bailis, and David Reitter. "Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence." In Proceedings of the 2022 Conference on Empirical Methods in Natural Language Processing. Stroudsburg, PA, USA: Association for Computational Linguistics, 2022. http://dx.doi.org/10.18653/v1/2022.emnlp-main.637.

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Rameshkumar, Revanth, and Peter Bailey. "Storytelling with Dialogue: A Critical Role Dungeons and Dragons Dataset." In Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics. Stroudsburg, PA, USA: Association for Computational Linguistics, 2020. http://dx.doi.org/10.18653/v1/2020.acl-main.459.

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Grusby, Greg. "The Visual Effects of Dungeons & Dragons: Honor Among Thieves." In SIGGRAPH '23 Production Sessions: ACM SIGGRAPH 2023 Production Sessions. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3577023.3585419.

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Weerasundara, Gayashan, and Nisansa de Silva. "Comparative Analysis of Named Entity Recognition in the Dungeons and Dragons Domain." In International Conference Recent Advances in Natural Language Processing. INCOMA Ltd., Shoumen, BULGARIA, 2023. http://dx.doi.org/10.26615/978-954-452-092-2_130.

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Louis, Annie, and Charles Sutton. "Deep Dungeons and Dragons: Learning Character-Action Interactions from Role-Playing Game Transcripts." In Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 2 (Short Papers). Stroudsburg, PA, USA: Association for Computational Linguistics, 2018. http://dx.doi.org/10.18653/v1/n18-2111.

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Franco, Leonardo Alvarez, PAULA DA CRUZ LANDIN, and Guilherme Cardoso Contini. "Ilustrações e infográficos nas cinco edições de Dungeons & Dragons – usos e funções." In 11º Congresso Internacional de Design da Informação e 11º Congresso Nacional de Iniciação Científica em Design | CIDI+CONGIC 2023. São Paulo: Editora Blucher, 2024. http://dx.doi.org/10.5151/cidiconcic2023-62_650399.

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Whatley, Jack. "A Killing Kindness – The Ethical Implications of Curative Magic in Dungeons and Dragons." In 5th International Conference on Social sciences, Humanities and Education. Acavent, 2021. http://dx.doi.org/10.33422/5th.icshe.2021.08.226.

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Zhu, Andrew, Karmanya Aggarwal, Alexander Feng, Lara Martin, and Chris Callison-Burch. "FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State Information." In Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). Stroudsburg, PA, USA: Association for Computational Linguistics, 2023. http://dx.doi.org/10.18653/v1/2023.acl-long.229.

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Peiris, Akila, and Nisansa de Silva. "SHADE: Semantic Hypernym Annotator for Domain-Specific Entities - Dungeons and Dragons Domain Use Case." In 2023 IEEE 17th International Conference on Industrial and Information Systems (ICIIS). IEEE, 2023. http://dx.doi.org/10.1109/iciis58898.2023.10253606.

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