Academic literature on the topic 'Tabletop role-playing game (TRPG)'

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Journal articles on the topic "Tabletop role-playing game (TRPG)"

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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Forsythe, Carlie. "Roll for Initiative." Emerging Library & Information Perspectives 3, no. 1 (July 14, 2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.

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Tabletop role-playing games originated in the 1970s with the introduction of the popular role-playing game, Dungeons & Dragons. Today, tabletop role-playing games make for valuable investments in libraries as they are effective tools for providing rich environments for learning and developing a variety of social and technical skills. This paper largely focuses on collecting tabletop role-playing games in libraries, as well as provides an introduction to role-playing games, their systems and mechanics, and how games are published.
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Ntokos, Konstantinos. "CodePlay: A Tabletop Role-Playing Game System used in Teaching Game Programming Using Content Gamification." Computer Games Journal 9, no. 1 (January 14, 2020): 45–60. http://dx.doi.org/10.1007/s40869-020-00094-5.

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Cook, Mike P., Matthew Gremo, and Ryan Morgan. "We’re Just Playing." Simulation & Gaming 48, no. 2 (December 26, 2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.

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Purpose. The purpose of this study was to explored the use of a tabletop role-playing game in middle school ELA classrooms to examine students’ (n=36) abilities to interact with and make meaning from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”). Background.Gaming continues to soar in popularity, both inside and outside of schools. As such, it is important to continue looking for pedagogically beneficial ways to incorporate gaming into classroom spaces, specifically English Language Arts and Literacy classrooms. Aim. In this article, we describe the game used for this study was modified from the Pathfinder system and designed to pair with Connell’s short story. We also discuss our qualitative approach to data analysis, and the three themes that emerged. First, students made gaming decisions based on their knowledge of the story. Second, students experienced the narrative through the lens of their characters. And third, students engaged in meaningful collaboration throughout gameplay. Conclusion. The findings support ongoing calls to look for pedagogically beneficial ways to incorporate gaming into ELA and Literacy classroom spaces.
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Gabai, Joshua, and Matthew Berland. "The Handwavey Game." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 34–41. http://dx.doi.org/10.14434/ijdl.v12i1.31264.

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In this design case, we describe The Handwavey Game (Handwavey)—a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and failure has humorous in-game consequences. This case walks through the path of exploration and development from the starting point of a research question to the development of game mechanics and concludes with a set of design recommendations for people interested in designing novel games with specific research or learning meta-goals.
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Slobuski, Teresa, Diane Robson, and PJ Bentley. "Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection." Evidence Based Library and Information Practice 12, no. 1 (March 15, 2017): 2. http://dx.doi.org/10.18438/b84c96.

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Abstract Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.
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Körner, Robert, Jana Kammerhoff, and Astrid Schütz. "Who Commands the Little Soldiers?" Journal of Individual Differences 42, no. 1 (January 2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.

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Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a strong focus on war-related actions. Thus, people have voiced the suspicion that players of this type of game may be rather aggressive. In the present study, 250 male MWG players completed questionnaires on the Big Five, authoritarianism, risk-orientation, and motives as well as an intelligence test. The same measures were administered to non-gamers, tabletop role-playing gamers, and first-person shooter gamers. Results indicated that according to self-reports, MWG players are more open, more extraverted, and have a higher need for affiliation than non-gamers. Further, high scores on reasoning and low scores on authoritarianism were typical of MWG players, and MWG players were similar to other gamers on these characteristics. All in all, our findings show that despite their penchant for (re)-enacting war scenes, MWG players seem to be open, nonauthoritarian individuals. Future research may add to these findings by using observer reports and longitudinal research to better understand whether intelligent and nontraditional people are attracted to MWGs or whether the setting of MWGs supports the development of such traits.
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Schillinger, Nicolas. "Playing Soldiers: The War Game in Late Qing and Republican China." Journal of Chinese Military History 9, no. 1 (March 13, 2020): 38–64. http://dx.doi.org/10.1163/22127453-bja10003.

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Abstract In the early twentieth century, Chinese military reformers introduced the war game to improve the training of officers and professionalize their education according to foreign role models. The war game or Kriegsspiel was a tabletop device used to simulate tactical and strategic problems, which originated from the Prussian army and was very popular among German officers. It was adopted in other European countries and the United States as well as Japan, and was eventually played in the late Qing New Armies and the Guomindang’s National Revolutionary Army. From its inception at the turn of the century until the end of the Republican era, it was supposed to increase tactical abilities, leadership skills, discipline, and knowledge of specific procedures and regulations. Besides improving their skills as military commanders, wargaming enabled Chinese officers to incorporate transnational military cultural codes of conduct, and thus emulate and perform “modern” military professionalism.
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Rogers, Peter. "Contesting the Political: Violence, Emotion and the Playful Subject." Emotions: History, Culture, Society 5, no. 1 (July 13, 2021): 143–61. http://dx.doi.org/10.1163/2208522x-02010118.

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Abstract Tabletop role-play games (TRPG s) are undergoing a resurgence in popularity tied, in part, to the release of Dungeons and Dragons (5th edition) and a vibrant culture of live-streaming role-play games online. Research has now also shown that TRPG s – such as Dungeons and Dragons – provide a unique environment for the development of prosocial behaviours. There is an opportunity for researchers interested in political emotions and ideological performance to explore a community of collaborative storytelling where the altruism derided by philosophies of neoliberal economic rationalism is performed as a core value, with tangible outcomes for tolerance, generosity and well-being. As TRPG s become commonly accepted as part of the toolkit in both education and therapeutic contexts, they provide a new avenue of engagement for those interested in the development of prosocial values, community and social inclusion in the digital age.
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Bodonirina, Nathalie, Lena Reibelt, Natasha Stoudmann, Juliette Chamagne, Trevor Jones, Annick Ravaka, Hoby Ranjaharivelo, et al. "Approaching Local Perceptions of Forest Governance and Livelihood Challenges with Companion Modeling from a Case Study around Zahamena National Park, Madagascar." Forests 9, no. 10 (October 10, 2018): 624. http://dx.doi.org/10.3390/f9100624.

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Community-based natural resource management (CBNRM) is a widely used approach aimed at involving those utilizing resources in their management. In Madagascar, where forest decentralization has been implemented since the 1990s to spur local resource users’ involvement in management processes, impacts remain unclear. This study aimed to investigate farmers’ perceptions and practices regarding forest use under various forest governance systems, using a participatory gaming approach implemented in the Zahamena region of Madagascar. We report on (i) the conceptual models of the Zahamena socio-ecological system; (ii) the actual research tool in the form of a tabletop role-playing game; and (iii) main outcomes of the gaming workshops and accompanying research. The results allow the linking of game reality with real-world perceptions based on game debriefing discussions and game workshop follow-up surveys, as well as interviews and focus group research with other natural resource users from the study area. Results show that the Zahamena protected area plays the role of buffer zone by slowing down deforestation and degradation. However, this fragile barrier and CBNRM are not long-term solutions in the face of occurring changes. Rather, the solution lies in one of the main causes of the problem: agriculture. Further use of tools such as participatory gaming is recommended to enhance knowledge exchange and the development of common visions for the future of natural resource management to foster resilience of forest governance.
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Dissertations / Theses on the topic "Tabletop role-playing game (TRPG)"

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Decicio, Brendan. "The Layered Frames of Performed Tabletop: Actual-Play Podcasts and the Laminations of Media." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8737.

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Despite their sudden growth in popularity, the role-playing actual-play podcasts have either been ignored or grouped with the genre of audio drama in prior scholarly works. Examination using frame analysis shows, however, that these podcasts are distinct in their engagement of the audience on multiple, simultaneous levels; levels which correspond with well-known media genres such as Documentary, Fiction, and Game Play. Each frame has its own layer of identities, conduct, and avenue for appealing to audiences just as these genres have their own distinct appeals. Through the combinations of these frames, familiar tropes and techniques such as Short-Form Improv and Campbell's monomyth are broadened and challenged, and identities become entangled in this post-modern medium. Delineating the features of these frames and exploring their interactions and interconnectivity not only helps to distinguish the actual-play podcast as its own distinct podcast genre, but also highlights the potential for using such frames or frame analysis in other media forms.
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Gardner, Felix. "The actualities of Actual Play : A qualitative study on interaction within the netnographic landscape of Actual Play." Thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190574.

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This study’s purpose is to explore the online medium known as “Actual Play” through the perspective of both content creators, who work within the format as well as their audience who consume and interact with the content. This is a qualitative interview and observation study on the subject of Actual Play. The empirical material consists of four interviews with participants who are in one way or another involved with Actual Play content creation or distribution, an entire episode of an Actual Play series has also been analyzed to demonstrate the concept to readers unfamiliar with Actual Play and/or role-playing games. The questions this study has sought to answer regard what Actual Play is and looks like in practice and what the interactions between participants within Actual Play as well the interactions between these Actual Play creators and their audience looks like. The study’s findings show that the interaction between the different social actors within Actual Play is similar to that of improvisational theater. To maintain the trust between the participants, social contracts that employ safety tools are often used. The interaction between the Actual Play content creators and their audiences seems more personal than average, since they’re all able to inhabit and interact over the Internet. The audience also seems to enjoy that aspect of getting to know the Actual Play actors and/or creators on both a personal level and through their characters. Finally, Actual Plays main appeal appears to be based around being a way to share and engage with others around a shared interest.
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Gasque, Travis M. "Design agency: Dissecting the layers of tabletop role-playing game campaign design." Thesis, Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55055.

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In the field of digital media, the study of interactive narratives holds the aesthetics of agency and dramatic agency as core to digital design. These principles hold that users must reliably be able to navigate the interface and the narrative elements of the artifact in order to have a lasting appeal. However, due to recent academic and critical discussions several digital artifacts are being focused on as possible new ways of engaging users. These artifacts do not adhere to the design aesthetics foundational to digital media, but represent a movement away from the principle of dramatic agency in interactive narratives. In an attempt to understand this separation and offer a solution to this developing issue, another non-digital interactive medium was studied: tabletop role-playing games. The designers of this medium were studied to understand the techniques and methods they employed to create dramatic interactive narratives for their users. These case studies suggested the designers used a third design aesthetic, design agency, to help balance the tension between agency and dramatic agency of the users of their medium. This design aesthetic could provide a balancing force to the current issues arising within interactive narrative.
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Hall, Claudia. "Tabletop role-playing game characters| A transdisciplinary and autoethnographic examination of their function and importance." Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=3743712.

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This dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.

By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.

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Lachance, Graeme. "Living Pedagogies of a Game-Master: An Autoethnographic Education of Liminal Moments." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34468.

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This study presents the concept of the pedagogy of the game-master. Written from a bricolage of autoethnographic perspectives, a fractured narrative was (de)composed out of the author’s dual experiences as educator and game-master of fantasy tabletop-role-playing games. The narrative seeks to evoke the blurred boundaries of what it means to occupy each role, dwelling between fantasies, (teaching) realities, and player/person/persona identities (Waskul & Lust, 2004), constructing and remaining in the middle of a bridged pedagogy which spans education and tabletop role-playing. From the narrative, the latter section of this manuscript presents a discussion of how the liminal duties of the game-master might help draw educators to and beyond the boundaries of what is possible in education.
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Pettersson, Fredrik. "Karaktärsskapandets potential och begränsningar." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.

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This project report describes a supplement for character creation in a tabletop role-playing game “Dragons and Demons." The purpose of this project is to improve the character creation for the players’ trough the narrative elements such as character’s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement’s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game. The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation. The experienced players expressed that the supplement for character creation was more entertaining than the traditional way of making a character for a tabletop role-playing game.
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Glazer, Kip. "Imagining a constructionist game-based pedagogical model| Using tabletop role-playing game creation to enhance literature education in high school English classes." Thesis, Pepperdine University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3731117.

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In today’s K-12 educational environment with the newly adopted Common Core State Standards (CCSS), improving student literacy as a foundational skill to obtain success in all other subject areas is one of the most important goals. Unfortunately, many literature curricula suffer from a lack of innovative pedagogy despite the introduction of various educational technologies meant to aid student learning. This study focused on developing a new game-based constructionist pedagogical model for literature education using tabletop role-playing game creation. Using Shulman’s (1987) Pedagogical Content Knowledge (PCK) that eventually evolved into Mishra and Kohler’s (2006) Technological Pedagogical Content Knowledge (TPACK) as the main theoretical framework, this design-based research showed how tabletop role-playing game creation as a constructionist pedagogical strategy successfully helped high school students to receive the benefits of high quality literature education.

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Breen, Lorna. "Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game." Thesis, 2021. http://hdl.handle.net/1828/13358.

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Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing games (TRPGs); cooperative and narrative-based games wherein players adopt the role of fictional characters as they navigate a fantasy setting arbitrated by a game master. Case studies on the use of TRPGs with children and young adults have yielded initial evidence of their potential therapeutic utility (e.g., Blackmon, 1994; Enfield, 2007; Rosselet & Stauffer, 2013), however, research on their application is limited, particularly with families. The current study pilot tested an original TRPG module (“The Family Tabletop Adventure”) for use with families to establish the module’s potential therapeutic utility and identify targets for further refinement. A sample of three family groups (N = 11) were recruited to participate in six weekly online sessions (a 1-hour introductory session, four 1.5- to 2-hour game sessions, and a 1-hour exit interview). A variety of mixed-method measures were used to assess family functioning at baseline and post-game, including observational coding, self-report, and qualitative group interviews. Exploratory analyses of the findings indicated the module’s feasibility of implementation and ease of use, low iatrogenic risk, perceptions by families as fun and engaging, and potential utility across a range of family processes relevant to therapeutic contexts, including communication and problem solving, positive interactions and relationship building, and the generation of novel insights about family members. Family feedback was used to identify several targets for additional refinement of the game module to improve families’ comprehension and engagement with the game. The implications of these findings and their relevance to the use of TRPGs in family intervention contexts are discussed.
Graduate
2022-08-26
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Cover, Jennifer Ann Grouling. "Tabletop role-playing games perspectives from narrative, game, and rhetorical theory /." 2005. http://www.lib.ncsu.edu/theses/available/etd-03262005-191219/unrestricted/etd.pdf.

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Books on the topic "Tabletop role-playing game (TRPG)"

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RPGntbooks. RPG Journal: Tabletop and Role Playing Game Notebook. Independently Published, 2020.

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Carbonell, Curtis D. Dread Trident. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.001.0001.

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Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Following Northrop Frye’s definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.
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Publishing, Game Hero. RPG Journal: Tabletop Game Notebook for Role Playing Gamers to Create Characters, Track Inventory, Keep Marketplace Notes, Log NPCs, and Map Terrain, Buildings and Dungeon Layouts. Independently Published, 2020.

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Publishing, Game Hero. RPG Journal: Tabletop Game Notebook for Role Playing Gamers to Create Characters, Track Inventory, Keep Marketplace Notes, Log NPCs, and Map Terrain, Buildings and Dungeon Layouts. Independently Published, 2020.

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Mainz, Karl-Heinz. RPG D20 SMILING SWORD MASTER Dice Bordgame A4 Ruled Line Paper: Notebook with 120 Pages Ca. A4 RPG Dice Roleplaying Game Dragon Pen and Paper Accessories Role Playing Games Tabletop Play Gifts. Independently Published, 2020.

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Book chapters on the topic "Tabletop role-playing game (TRPG)"

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White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner, and Jonathan Walton. "Tabletop Role-Playing Games." In Role-Playing Game Studies, 63–86. New York: Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-4.

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Carbonell, Curtis D. "Introduction." In Dread Trident, 1–55. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.003.0001.

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This chapter introduces key concepts that help theorize the modern fantastic and its relationship to tabletop role-playing games (TRPGs). In particular, it provides a foundation so that the analysis of the individual case studies is clear. It uses literary studies and modern studies to read core TRPG gametexts, such as those of Dungeons and Dragons or Warhammer 40k. It also focuses on how fantastic space emerges during gameplay. Key also is how humanism and posthumanism can be rethought through a focus on what this books considers to be ‘realized worlds’. These are spaces of enchantment that occur at the intersection of the analog and digital, two elements critical in a process of posthumanization, or a way to rethink the discourses of trans-and-posthumanism.
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Ono, Jumpei, and Takashi Ogata. "Surprise-Based Narrative Generation in an Automatic Narrative Generation Game." In Advances in Linguistics and Communication Studies, 162–85. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-4775-4.ch004.

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The authors have been developing an automatic narrative generation game using the method of table-talk role playing game (TRPG) that is an analog game based on the interactive process by real humans. This system progresses by repeating of the interaction between a game master (GM) and players (PLs). Although the GM prepares a story as a basis of the process, the PLs can detail and change the story. A basic idea in this chapter is that a gap created through the interaction between the GM and the PLs, namely the gap between the original story by the GM and the changed story, gives various impressive effects for an interesting story or narrative, especially a kind of surprise. Based on the above basic idea, in a previous research the authors studied the relationships between gap and surprise, narrative or story techniques producing surprise, and so on using short stories really generated by the authors' narrative generation system.
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Conference papers on the topic "Tabletop role-playing game (TRPG)"

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Collins, Sawyer, and Selma Sabanovic. ""What Does Your Robot Do?" A Tabletop Role-Playing Game to Support Robot Design." In 2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN). IEEE, 2021. http://dx.doi.org/10.1109/ro-man50785.2021.9515554.

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Plijnaer, Bas A., Daisy O'Neill, Eloisa Kompier, Günter Wallner, and Regina Bernhaupt. "Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization." In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419931.

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Marín-Paz, Antonio-Jesús, Juan-Jesús Cobacho-de-Alba, and Ana-María Sáinz-Otero. "VIRTUAL TABLETOP ROLE-PLAYING GAME AS A GAMIFICATION TOOL FOR LEARNING THE NURSE HOME VISITS IN PRIMARY HEALTH CARE." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.2376.

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