The Fantasy Role-Playing Game: A New Performing Art: The New Performing Art of Fantasy Role-playing Games

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9780786408153: The Fantasy Role-Playing Game: A New Performing Art: The New Performing Art of Fantasy Role-playing Games
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Many of todays hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nukem), beating the toughest level (Mortal Kombat), collecting all the cards (Pokmon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players dont exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and theaesthetic structure, concerned with the emergence of role-playing as an art form.

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MacKay, Daniel
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Daniel MacKay
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Descripción McFarland Co Inc, United States, 2001. Paperback. Estado de conservación: New. New.. 224 x 150 mm. Language: English . Brand New Book. Many of today s hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don t exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form. Nº de ref. de la librería AAN9780786408153

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Descripción McFarland & Company, 2001. Paperback. Estado de conservación: New. Nº de ref. de la librería DADAX0786408154

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Daniel MacKay
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Descripción McFarland Co Inc, United States, 2001. Paperback. Estado de conservación: New. New.. 224 x 150 mm. Language: English . Brand New Book. Many of today s hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don t exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form. Nº de ref. de la librería AAN9780786408153

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Mackay, Daniel
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Descripción McFarland & Company, 2001. Paperback. Estado de conservación: New. book. Nº de ref. de la librería 0786408154

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Descripción McFarland & Co Inc. Paperback. Estado de conservación: new. BRAND NEW, All the Dungeons a Stage: The New Performing Art of Fantasy Role-playing Games, Daniel Mackay, Many of todays hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nukem), beating the toughest level (Mortal Kombat), collecting all the cards (Pokmon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players dont exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and theaesthetic structure, concerned with the emergence of role-playing as an art form. Nº de ref. de la librería B9780786408153

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Descripción McFarland and Co Inc, 2001. PAP. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería CE-9780786408153

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Mackay, Daniel
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Descripción McFarland & Company 2001-03-01, 2001. Paperback. Estado de conservación: New. 0786408154 We guarantee all of our items - customer service and satisfaction are our top priorities. Please allow 4 - 14 business days for Standard shipping, within the US. Nº de ref. de la librería TM-0786408154

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Daniel MacKay
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Descripción 2001. Paperback. Estado de conservación: New. 160mm x 12mm x 231mm. Paperback. Many of today's hottest selling games focus on such elements as shooting up as many bad guys as one can, collecting all the cards, and scoring the most points. Fantasy role-playing ga.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 201 pages. 0.299. Nº de ref. de la librería 9780786408153

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Mackay, Daniel
Editorial: McFarland & Co Inc Pub (2001)
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Descripción McFarland & Co Inc Pub, 2001. Paperback. Estado de conservación: Brand New. 201 pages. 9.25x6.25x0.75 inches. In Stock. Nº de ref. de la librería __0786408154

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