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How have tabletop RPGs broken the traditional forms of narrative for player and designer interaction

LOOKING INTO VARIOUS DIFFERENT TABLETOP RPGS AND SEEING HOW NARRATIVE IS CHANGED AND WARPED BY PLAYERS AS A POSE TO DESIGNERS

What is a Tabletop RPGs?


A simple game that requires no platform or essential hardware to play Primarily played with a group from 3-8 people Becoming your roll within the story One person must be the storyteller/ narrator or DM of the game while the other players make a character each to play The storyteller creates the world that the players interact with, every monster, NPC, dungeon, city the whole world is their design. Where the DM makes the world the players inhabit it.

Dungeons And Dragons

Players have a choice of a wide range of different races and classes to bring their character to life Played using a range of models, maps, and specific dice to create a dynamic gameplay system Dice decide outcomes that the storyteller would see as acts of chance or luck. Fantasy setting, with a range of different monsters, spells items and character customization Narrative is free for the Storyteller to decide, and warp.

World Of Darkness

A game set around our world, yet a flipside of it. where monsters and ghosts inhabit the streets Range of different races, Vampire, werewolf, mages est. A gothic representation of fantasy Uses multiple D10s to determine certain outcomes Players must avoid detection from the normal humans or face consequences. Film in progress of making set around the game Books filled with short story's

All Flesh Must Be Eaten


A zombie survival Horror Uses only normal D6 Die to determine outcome Range of different zombies Different gameplay style to normal tabletop RPGs yet follows basic rules of all tabletop RPGs Follows the D20 dice system Focuss on survival (food, shelter, medicine) Option for player being zombies

Star Wars RPG


Sc-fi setting Range of different planets to explore and work from, with ties to the merchandise Range of different classes' from Jedi to bounty hunter

Draws from the world that George Lucas created


Played using the D20 System (like dungeons and dragons) Game is set by the storyteller Players can travel around the universe traveling from planet to planet

Storytellers input

Roleplaying of All NPCs Choosing character levels, alignment and game world setting Description of the environment

Normally have their own set of books to aid them in there game creation
Planning before the game starts

Creating the world

Rough structure of quest line


Map creation, monster addition Other aspects of the dungeon or world

Player Input

The player must play the role they have set out for themselves Keeping in character Specific goals or aims

Likes, dislikes, skills, talents


Working alongside the story of the storyteller Quirks of character Diagrams, illustrations, adventure log

Games of imagination

Tabletop RPGS are always games of imagination

They require players to think out of the box, and allow there minds to interoperate the world as they want
The game requires imagination for both player and storyteller Storyteller

Bending and breaking of rules

What the world looks like


A overall feel of the world What specific locations and events play out like

Allows Freethinking

Imagination

Completely Down to interpretation

Player

What character looks like


How they interact with their surroundings The other players they are partying with
Fully open Narrative

Creation of Character

Backstory Creation Rolling for statistics Skills allocation Working alongside other players Specific combat style No two characters are ever the same Own story, experiences and personality

Creation Of World

Choice of main quest line Environment Setting Starting the game Railroading the players Map Design Lore Creation/ inspiration Working from a reference Sub quests and side quests Points of interest

Combination of world and character building


Creates meaningful play Full exploration of both character and world Fully dynamic character and world design Brings the world of imagination to life Unique interaction that only these games can bring.

How narrative is formed

Someone becomes the narrative

Choices of characters to effect the narrative

Through this conjunction between the two aspects the narrative takes shape.

Fully Dynamic narrative

Bringing these worlds to life with other multimedia aspects

How these games break the normal trend of narratives

What Game designers can learn from these games

Conclusion

Bibliography

http://www.idwpublishing.com/news/article/1177/ Pathfinder Books


http://www.idwpublishing.com/news/article /1177/ Pathfinder Books


Players Guide DMs Guide Beastiry

Players Guide DMs Guide Beastiry

World Of darkness Books


World Of darkness Books


Vampire Werewolf

Vampire Werewolf

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