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Product details
File Size: 2159 KB
Print Length: 215 pages
Publisher: McFarland; 1 edition (June 23, 2010)
Publication Date: June 23, 2010
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B003UNLF4Y
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Amazon Best Sellers Rank:
#1,260,117 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Scholarly assessment on the use of narrative in Table top roleplaying games. It compares narrative as it is used in other forms of interactive fiction. If you are looking for help with upping your game narrative wise, this book is only helpful in the sense that it explains what is happening not how to make it better. It can improve your gaming but only as it is an aid in understanding how narrative works.
By far the most innovative scholastic treatment of the Tabletop Roleplaying Game (TRPG) I've read to date, Creation clearly delineates a new cross-discipline view for future research and debate on narrative and its role in the TRPG. While by necessity Cover reiterates some commonly held truisms in the subject, at no point does this detract from the work, either for a student of rhetoric, or for the lay person. The only reason this did not receive a fifth star was because of its relatively narrow focus, specifically on Dungeons & Dragons as a flagship TRPG. While it is in effect the quintessential representative of the genre, the effort and tremendous scholarship that went into the production of this book shows to me that the author has abundant potential and talent, and I feel as a personal opinion that the rather tight focus on that one game system in this text does her conclusions and her capabilities something of an injustice. Whether you are simply an interested person, a player or GM of a TRPG, or a researcher looking seriously into the narrative underpinnings that hold together all of our creatively supported interactions from make-believe games as children to modern computer RPG's and MMORPG's, Cover's insights and excellently researched syntheses prove both engaging to read and provocative in thought. I look forward eagerly to any pursuant texts in the same vein.
Critical reviews are rarely well-received on Amazon so I feel compelled to spell out what I am NOT saying here. My review in no way challenges or is even qualified to challenge the author's conceptual mastery of rhetoric as an academic discipline. Moreover, I think tabletop roleplaying games can benefit from scholarly attention and that people who play them can benefit from reading scholarly work, not only in terms of their intellectual curiosity but also as roleplayers. There are RPGers out there in no small numbers who think and write very deeply about these games, albeit outside of the framework of a formal discipline. This book offers only a little to such RPGers, however, and much less to RPGers generally. For example, one of the key contentions of this book is that tabletop roleplaying games need to be studied separately from computer roleplaying games. For RPGers, the insight is quaint at best. But of course it would need to be rigorously demonstrated to an audience -- say a PhD committee -- with basically no interest in or knowledge of RPGs.Furthermore, the author seems unaware (or unconcerned) that the struggle to define RPGs has been the subject of a quiet (I guess) but passionate debate among gamers for at least 15+ years now. Cover proposes a definition that describes "creating a narrative experience" as the purpose of RPGs. Her phrase "narrative experience," as opposed to the stricter understanding of narrative as a form, seems to be what rhetoric as a discipline offers to understanding RPGs. I found this point to be tremendously important, in light of the long debate among RPGers. But this seems to slide past Cover somewhat, even despite her acknowledging that Daniel MacKay's definition needs "expanding" based on this distinction. MacKay is in my opinion actually flat-out wrong: the purpose of playing a roleplaying game is not to generate a thing called a story but rather to interact. To this point, the concepts of "narrativity" as a tool to "bridge separateness" and "social immersion" as motive are very strong and merit deeper investigation. Unfortunately, that would have been a more useful book for RPGers than this one.
I like it, however I do not feel it is as thoroughly researched as say a contemporary like Peterson. Clearly the angle of the writing is far different, however there were some historical inaccuracies (or omissions). For instance, it is suggested that Arneson was very influenced by Tolkien's work for his Blackmoor game. This may have been (and probably was) the case, however this text fails to acknowledge the enormous influence that Chainmail (by Gygax) had on Arneson's initial Blackmoor concept. Now, Chainmail, was clearly influenced by Tolkien's work!Having said that, it is easy-to-read, and well-written. It offers a notable contribution to TRPG studies, and I am currently referencing it for a master's thesis.
Very interesting. Not exactly what I expected, it's a scholarly examination of the way that language is used at the gaming table. Being a fan of linguistics, this was interesting, but it's not going to help me create better narrative at my table.
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