Login
01-08-2008
01-31-2008
foreal
05-01-2008
mechanistic
03-15-2008
playable
12-29-2007
x=reader
04-20-2005
beyondchat
03-08-2005
unpaginational
11-30-2004
outgrowth
11-07-2004
introduced
07-11-2004
introducing
06-27-2004
gamespecific
05-23-2004
rewired
05-02-2004
expressive
05-01-2004

Pat Harrigan

Patrick Harrigan is a Minneapolis-based writer and editor. He has worked on new media projects with Improv Technologies, Weatherwood Company, and Wrecking Ball Productions, and as Marketing Director and Creative Consultant for Fantasy Flight Games. He is the co-editor of First Person: New Media as Story, Performance, and Game (2004, with Noah Wardrip-Fruin); and The Art of H. P. Lovecraft's Cthulhu Mythos (2006, with Brian Wood); and is author of the novel Lost Clusters (2005).

foreal
05-01-2008
mechanistic
03-15-2008
playable
12-29-2007
x=reader
04-20-2005
beyondchat
03-08-2005
unpaginational
11-30-2004
outgrowth
11-07-2004
introduced
07-11-2004
introducing
06-27-2004
gamespecific
05-23-2004
rewired
05-02-2004
expressive
05-01-2004

Noah Wardrip-Fruin

Noah Wardrip-Fruin is a digital media writer, artist, and scholar with a particular interest in fiction and playability. His writing/art has been presented by galleries, arts festivals, scientific conferences, DVD magazines, and the Whitney and Guggenheim museums. He has recently edited two books: First Person: New Media as Story, Performance, and Game (2004, with Pat Harrigan) and The New Media Reader (2003, with Nick Montfort), both from MIT Press. Now at the University of California, San Diego, he has previously taught in Brown University's Literary Arts program, the University of Baltimore's School of Information Arts and Technologies, and New York University's Graduate Film and Television program. He is a Vice President of the Electronic Literature Organization and maintains a widely read blog.

In the essay that begins this releaseoutbound link, Greg Costikyan elegantly outlines a spectrum of game-story forms - all of which are discussed, sometimes at length, by other contributors to this book. Costikyan, who began his career in tabletop game design before he became a respected designer and scholar of many different types of games, retains a noticeable fondness for the tabletop role-playing game (RPG) form, as do the editors of this collection. noteSide Bar 1note

Despite the soft spot that tabletop RPGs occupy in many hearts, at the time of this writing their commercial market is in bad shape. Just a few years ago this was not the case. For several years following industry leader Wizard of the Coast's release of the Open Gaming License, note1note supplements of all types based on the "d20" game system (as used in the popular RPG Dungeons & Dragons) flooded the market - and found many willing buyers. But before long, much as had happened in the collapse of the collectible card game (CCG) market in the 1990s, the bottom fell out of the d20 market, forcing RPG publishers to diversify or die.

Many surviving publishers responded by radically reducing their output, cutting staff, releasing "boutique" products (e.g., leather-bound, slip-cased editions of previous best-sellers) or focusing production on other types of games (often expensive board games).

This means that much of the most interesting work currently being done in tabletop RPGs is in the "indie RPG" movement, of which Ron Edwards of The Forgeexternal link is the leading exponent. Edwards (Sorcerer, Trollbabe), Paul Czege (My Life with Master), Annie Rush (The Secret Lives of Gingerbread Men), Jared Sorensen (Lacuna), Matt Snyder (Dust Devils), John Wick (Schauermärchen), and many others have produced highly respected, innovative RPGs published independently by the authors without the benefit of traditional distribution channels. In his contributionoutbound link, Czege discusses some of the indie RPG philosophy as it pertains to his design decisions for My Life with Master.

Web options, PDF, and recent advances in Print-On-Demand (POD) technologies have lowered the barrier to entry for aspiring RPG designers. note2note Many RPGs are available (sometimes exclusively) as PDF downloads from the author's sites or through small web-based companies such as Wicked Dead RPGsexternal link or Indie Press Revolution. Within these channels, innovative publishing models are developing. For example, Dennis Detwiller, co-creator of Delta Green, has released new RPG materialexternal link using the "ransom model." In these cases a product is released (as a PDF) only if visitors to his web site donate enough money in advance to finance its completion.

Naturally there are still the big players. Dungeons & Dragons is more popular than ever, and White Wolf's World of Darkness line runs a respectable second in industry popularity. In their contributions, Erik Monaoutbound link and Will Hindmarchoutbound link give overviews of the early history of D&D and White Wolf's Storyteller system, respectively. Currently only Steve Jackson's Generic Universal Role-Playing System (GURPS) can claim to be equally well-known, although there are any number of notable other systems. noteSide Bar 2note

Ken Hite contributes a pieceoutbound link about one of these others, Chaosium's Call of Cthulhu (CoC) line. CoC has nothing like the player base of D&D, but is still one of the longest-running and most respected lines in the industry. Hite's essay is accompanied by a short pieceoutbound link by one of Call of Cthulhu's most accomplished designers, Keith Herber, discussing the unusual structure of his Call of Cthulhu scenario, "The Haunted House." noteSide Bar 3note

It should be noted that the big companies do continue to support a certain amount of innovation. Along these lines, Rebecca Borgstromoutbound link contributes a piece about her work for White Wolf𔌝;s Exalted line, The Fair Folk. Her analysis is informed by both her work in the tabletop RPG field and her background as a computer scientist. Jonathan Tweet discusses the unique character creation system in his RPG, Everway, which was first published by Wizards of the Coast and is now supported by an indie community.

In James Wallisoutbound link's essay, the author provides a broad overview of several different types of non-RPG tabletop storytelling games, including his own Once Upon a Time and Youdunnit (and one arguable RPG: The Extraordinary Adventures of Baron Munchausen). In the process, he outlines a method for future storytelling game design.

Eric Langoutbound link (writing with one of this volume's editors) and Bruno Faiduttioutbound link contribute pieces about games that fall on the extreme edge of our book's subject matter: Lang discusses two of his collectible card games (A Game of Thrones and Call of Cthulhu) and Faidutti discusses his board game Mystery of the Abbey. All of these games are based explicitly on works of fiction: George R. R. Martin's A Song of Ice and Fire series, the works of H. P. Lovecraft and other contributors to the "Cthulhu Mythos," and Umberto Eco's The Name of the Rose. note3note

Kevin Wilsonoutbound link writes about two of his board games as well: Arkham Horror and Doom: The Board Game. Wilson adapted both of these games from other sources: Arkham Horror from Chaosium's Call of Cthulhu RPG and Richard Launius's original board game design, and Doom from the popular series of computer games. In his essay, Wilson sketches some of the methods he used to successfully adapt these properties into the board game format.

Eric Zimmermanoutbound link and Kim Newmanoutbound link discuss two unusual works of fiction (Zimmerman's is perhaps as much "book art" as "fiction"): Life in the Garden and Life's Lottery. Life's Lottery can be seen as a self-conscious updating of the Choose Your Own Adventure form, and Life in the Garden is part of a genre of recombinable fictions that also includes projects such as Robert Coover's "Heart Suit" and Helen Thorington's Solitaire (discussed elsewhere in this volume).

Zimmerman and Newman's pieces differ from the others in this section, in that they focus on the individual reading experience. Rather than, as with most RPGs, serving as a structure for harnessing creativity between players, these are unusual structures for relatively traditional artistic experiences. Not only do they focus audience experience on the individual appreciation of a pre-created work, they are also entirely pre-authored. The audience orders or operates their elements, but no new elements are introduced at the time of audience experience. Just this, as it turns out, can generate a rich tapestry of possible experiences. In this regard they serve as a good transition to our second section, which focuses on attempts to use the procedural power of the computer for such purposes.

Links

Hitherby Dragonsexternal link

The Darkest of the Hillside Thicketsexternal link

The Call of Cthulhuexternal link