“The Logic of Practice” by Bourdieu

Some notes about the arguments in the book: Practices are not based on rules or agreements. Habitus is a system, which produces and organize practices and representations. Habitus is produced in interaction with environment. Habitus and institutions are two means to objectify history. Two habitus could theoretically be identical if two individual would have sameContinue reading ““The Logic of Practice” by Bourdieu”

Chain: The Lost Footprints

The Chain is much like Animamundi, but there are more decision-points. Decisions are pretty much illusion, as the if you make wrong choice you’ll get comment about that and then you are find yourself back to decision-point. This didn’t bother me as much as character and story design: The game tries to be hard-boiled detectiveContinue reading “Chain: The Lost Footprints”

On Rules, Game Systems, and Practices

I keep getting back to the thematic of of rules and game systems (see Rules and Character Engagement in Role-play, Play and Its Role in the Mental Development of the Child (Vygotsky), Games and Philosophical Investigations). I have started to read The logic of practice by Pierre Bourdieu, where he discusses difference of rules andContinue reading “On Rules, Game Systems, and Practices”

Rules and Character Engagement in Role-play

Victor Gijsbers writes: Immersion might be helped by not having too much rules stuff in play, but I actually don’t think this is very important. It is easy to drift in and out of immersion. You can immerse one moment, do some complicated rules stuff the next, talk about stakes the next, and immerse yourselfContinue reading “Rules and Character Engagement in Role-play”

Role-playing and Immersion (and its alternatives)

Merten writes, in his blog: Lately, I’ve been trying to put my confusing notes in character immersive playing (aka. eläytyjivism) into single, easy introduction to the mentioned play style. I’ve ended up with a beginning of a long essay which is, essentially, loads of confusing notes lumped into one. The fact I’m trying to writeContinue reading “Role-playing and Immersion (and its alternatives)”

Conflict Webs and Character-driven Role-playing Game Design

After giving presentation on character-driven game design I was given pointer to idea of conflict webs and flag framing by Bankuei. There are things that corresponds with I have presented in my Character Design Fundamentals for Role-Playing Games. Especially interesting is a NPC role wants to use PC (in addition to supporting or being againstContinue reading “Conflict Webs and Character-driven Role-playing Game Design”

Tracon II, roolipelitutkimus

Esityksen diat Tutkimuksia roolipeleistä: Fine (1983). Shared fantasy: Role-playing games as social worlds. Chicago: The University of Chicago Press. Costikyan (1994). I have no words & I must design. Interactive Fantasy, #2. Dogma (1999). Dogma99: A programme for the liberation of LARP. Mackay (2001). The fantasy role-playing game. A new performing art. McFarland & Company.Continue reading “Tracon II, roolipelitutkimus”

Esityksen diat Tracon I workshopin oheismateriaali (Added Nov 22. 2006.) The presentation was based on my chapter Character design fundamentals for role-playing games in Montola & Stenros (eds.) Beyond Role and Play.

“Dice-rolling mechanisms in RPGs” by Mogensen

I came across an essay Dice rolling mechanisms in RPGs (pdf, html) by Torben Mogensen at John Kim’s RPG System Design Page. The essay discuss about calculating probabilities and qualities of some method. There are also some discussion about other randomizing methods like cards and an example of how to use probability formulas in gameContinue reading ““Dice-rolling mechanisms in RPGs” by Mogensen”