Course Content
Unit 2: Transformative Leisure Role-playing Game Design
These types of games are not necessarily played for an educational or therapeutic purpose, but they can be designed with specific goals in mind and players might find them transformative in a variety of different ways.
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Unit 3: Therapeutic Role-playing Game Design
These types of games are designed for a therapeutic purpose or to help participants develop social skills.
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Unit 7: Ritual, Symbolism, and Culture in Game Design
In this Unit, we will deepen into specific practices for designing rituals, narratives, and symbolism in role-playing games.
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Unit 8: Role-playing Game Design and Conflict
As with our first class, this unit will cover both conflicts surrounding certain facets of game design within gaming communities.
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Unit 9: Representation and Tech Ethics in RPG Design
In this unit, we will primarily focus on the way disabilities are represented in role-playing game design.
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Unit 10: Framing Transformative Game Design
Welcome to our last unit on your reflections and analysis of the transformative game design process.
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Transformative Game Design 1

Discussion 10: Specifics of Role-playing Game Design

Watch Josefin Westborg’s “Deeper Dive into Design” (39 min) and Alessandro Giovannucci’s “No More Hero: Larp as a Collective Journey” (12 min).

Choose one (1) of the the following articles to read: 

  • Jesper Heebøll Arbjørn’s “The Narrative Experience.” 
  • Troels Barkholt-Spangsbo’s and Jesper Heebøll Arbjørn’s “Emergent Stories and Directed Narratives” (9 pages)
  • Simon Brind’s “Narrative Design” (11 pages)

Choose one (1) of the the following materials to examine: 

  • Halfdan Keller Justesen, Martine Svanevik, and Sagalinn Tangen’s “Narrative Design for Transformation” from (0:00:00-01:13:00).
  • Johan Dahlberg and Jon Back’s “Rules are Magic: What Larp Can Learn From Narrative RPGs” 
  • Danny Wilson’s “Designing the Mechanics You Need” (12 pages)

Then, answer the following questions:

1) Describe one (1) concept that you learned about narrative design in RPGs from the materials this week. How might these concepts impact RPG design in your view?

2) Reflecting on these materials, do you think analog RPGs are a unique medium with regard to narrative and storytelling? Why or why not? Provide examples from your experience to support your view.

3) When do you think it might be appropriate and/or desirable to include fate play or, as some call it when narratives have reduced player agency, “railroading” when designing for transformative impacts? Use a hypothetical example or one from your experience.

  • When might this practice be inappropriate in terms of its impacts on player agency? Be specific and use an example, whether hypothetically or from your experience.

4) Based on your readings this week, consider one (1) mechanic or metatechnique that might support the evolution an interesting narrative in your nanogame. Brainstorm how you would integrate this mechanic or metatechnique in your current design. 

Finally, respond to at least two (2) of your peers in Ask a Question, Answer a Question format.