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Games Studies 0101: Games telling Stories? by Jesper Juul. -A brief note on games and narratives by Jesper Juul Introduction As questions go, this is not a bad one: Do games tell stories? Answering this should tell us both how to study games and who should study them. The affirmative answer suggests that games are easily studied from within existing paradigms. But the answer depends, of course, on how you define any of the words involved. The operation of framing something as something else works by taking some notions of the source domain (narratives) and applying them to the target domain (games).

The article begins by examining some standard arguments for games being narrative. The article works with fairly traditional definitions of stories and narratives, so as a final point I will consider whether various experimental narratives of the 20th century can in some reconcile games and narratives. Telling stories Everything is narrative / Everything can be presented as narratives The problem is that this really is an a priori argument. Similarities. A Common Framework for Storytelling in Games. The Game Narrative Triangle. City Generator.

How to Flesh out a Country or Region in Your Fantasy RPG World - Edit Article Edited by Zach Haffey, Maluniu, Glutted, Nicole Willson and 5 others Hello game master/fantasy author. This is a guide to organizing and sorting out the finer details and aspects of a specific country or region of your world: a format for the living details that help you and your players delve in to the role-playing aspect of your game. Ad Steps 1Short Introductory Summary - Give a one or two paragraph overview of the region or country, highlighting something unique or unusual about it and where it is geographically in your world.Ad 2Life, Society and Culture - This section should detail the culture(s) of the people who populate the region.

Tips And for other topics, your providing these details will inspire ideas for larger, overarching plot-lines and the workings of still other regions of your land. Warnings. The Narrative Design Exploratorium™