Part of RPG Panel at Digra 2009


Published on

At Digra 2009 I participated in a panel moderated by Markinka Copier, whith Jaakko Stenros, Anders Drachen, Michael Hitchens, and Marcus Montola. We discussed the subject "Role-Playing Games: The state of knowledge." We had each prepared a short presentation, here is mine.

Published in: Entertainment & Humor
  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Suppose that a PC named Adam is afflicted by a sentiment curse of guilt . The player does not find the state of mind this results in desirable for Adam and decides to instantiate a Curse Compound Manifestation. While being in the location Entrance he names it 'Grandmother' and describes it as 'Forgives you when you don't deserve it'. The spell 'True Sounding Accusation' is renamed to 'being so unselfish that you can never repay it'. He picks the AA 'Be martyr' and lets it keep the original name. He writes three custom exclamations: 'And I, who loved you so much', 'I never expected anyone to thank me' and 'I don't want to be a burden'. When Grandmother is instantiated the following message is sent to all players online: ' Grandmother roams in the Entrance, being so unselfish that you can never repay it and being martyr! Adam needs help to get rid of the trauma!'
  • vanquish Grandmother = MR or the value of her emotion node guilt to zero. guilt reducing strategy: 'Forgive' PC Christine has a personality allowing her to cast Forgive, and that she comes to help. Christine, being the caster, would be targeted by Grandmother. Grandmother would cast the spells and AAs specified by Adam on Christine, as well as energy drain and resistance drain spells. Adam and other PCs coming to assist would want to make sure to give Christine both MR an ME to ensure her ability to cast and for her to not suffer a mental break-down. In order to give Christine ME and ME the other PCs would need to be in positive mood spaces on the mood co-ordinate system allowing them to cast spells of energy rush and resistance aid. In order to balance their minds to be in the positive mood spaces allowing them to do this they could perform positive AAs toward each other. If PCs helping out have relations of friendship among them this would increase their mood through an increase of Belonging in each others' proximity, and would be able to use the especially effective AA 'group hug'.
  • Part of RPG Panel at Digra 2009

    1. 1. Role-Playing Games: The State of Knowledge Rule-play for role-play in VGWs in VGWs in VGWs in VGWs <ul><li>DIGRA 2009 </li></ul><ul><li>London, UK </li></ul><ul><li>Mirjam p. Eladhari </li></ul><ul><li>Gotland University </li></ul>
    2. 2. Role-playing against all odds in VGWs <ul><li>Role-play (RP) in commercial MMORPGs is seldom supported by the game mechanics. </li></ul><ul><li>The game play is based on rule-sets following design paradigms set back in the seventies (D&D, MUD) which, as Copier (2007) shows, encourages instrumental game play. </li></ul><ul><li>RP in MMORPGs mostly rely on meta-game rules since RP is hard to capture in a system. </li></ul><ul><li>Copier describes a specific MMORPG play-style as characterised by negotiation of principles of these meta-game rules. </li></ul>Is this a problem?
    3. 3. support Role-Play in VGWs? <ul><li>Cater for complex, interesting avatars </li></ul><ul><li>support players in expressing consistent, interesting player characters in VGWs? </li></ul><ul><ul><ul><ul><li>body-language etc. </li></ul></ul></ul></ul><ul><li>Support by rule system in order to make the actions performed characterising for particular avatars. </li></ul>
    4. 4. Characterising Action Potential (CAP) <ul><li>CAP is what characters can do at a given moment that characterise them, both in terms of observable behaviour and in expression of true character - a character's essential nature, expressed by the choices a character makes. </li></ul><ul><li>The observable characteristics include visual appearance, what body language characters use, what sounds they make, what they say, and most important, what they do and how they behave. </li></ul>
    5. 5. Pataphysic institute <ul><li>emotional combat system! </li></ul><ul><li>Personality trait based characters! </li></ul><ul><li>Player-created bosses! Manifestations of own Traumas and epiphanies! </li></ul>
    6. 8. thank you for listening