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Dragons in the Stacks Role Playing Games in Libraries Readers Round Up 2016
33

Dragons in the Stacks RRU 2016

Apr 12, 2017

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Cason Snow
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Page 1: Dragons in the Stacks RRU 2016

Dragons in the StacksRole Playing Games in Libraries

Readers Round Up 2016

Page 2: Dragons in the Stacks RRU 2016
Page 3: Dragons in the Stacks RRU 2016

What is an RPG

A game in which players take on the roles of imaginary

characters who engage in adventures, typically in a

particular fantasy setting overseen by a referee.

Source: OED

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Varieties of RPGs

Tabletop (Pen and Paper) - Dungeons and DragonsMMO - World of WarcraftMUD/MUX/MUSHPBEMSingle player electronic - Final FantasyLARP

RPS - Mind’s Eye TheatreBoffer - Dagorhir

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Parts of an RPG

System - The rules of the game Character creationTask resolutionCombat“Magic”

Setting - The world the game takes place in

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Brief History of RPGs

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Early days

Games derived solely from tabletop wargamingBraunstein (1967)

Blackmoor (1971)Chainmail (1971)Dungeons and Dragons (1974)

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Good Old Days

Profusion of games and settings, strong emphasis on simulation

“Real life”RuneQuest (1978)RoleMaster (1980)

GenreCall of Cthulhu (1981)James Bond 007 (1983)

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International Reach

RPGs expand into other countries, either home grown or translations

Drakar och Demoner (1982)Das Schwarze Auge (1984)

Warhammer Fantasy Roleplay (1986) Sword World (Japan, 1989)

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Dark Times

Emergence of “storytelling” gamesArs Magica (1988)

Vampire: the Masquerade (1991)Story games

Sorcerer (2002)

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Satanic Panic

Began in the mid 1980sMoral panic over RPGs and the corruption of childrenBADD (Bothered About Dungeons and Dragons)

Still residual misconceptions to this dayPulling Report

Systematic dismantling of BADD’s argumentsThe Escapist

Online source for gaming advocacy

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Theory Wars

Threefold Model Theory (GDS)Developed on Usenet to discuss “best” style of play

Game - Balance, fairnessDrama - Story, meaning, themeSimulation - Metagaming

Evolved into GNS theory

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Theory Wars

GNS TheoryGamism - emphasizes parity; all player characters should be equally strong and capable of dealing with adversity.Narrativism - relies on outlining (or developing) character motives, placing characters into situations where those motives conflict and making their decisions the driving force.Simulationism - major concerns are internal consistency, analysis of cause and effect and informed speculation.

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Indie Revolution

Open gamingMajor companies issued open licences

Indie gamesAdvent of PDF and PoD publishing

OSRReimagining of older editions of games

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Why RPGs in Libraries

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Benefits to players

RPGs reinforce considerable number of standards in Common Core

MathematicsEnglish Language Arts and Literacy

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MathematicsBasic math on the flyProbabilities

LiteracyLists of inspirational sourcesReading to enrich game play“High Gygaxian”

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SocializationMajority of games are cooperativeLeadership skills

CreativityImprovisationPlayer contribution to game

AgencyControlled environment to explore situationsVarying amounts of narrative control

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RPG Programs

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Free Games

D&D Basic RulesComplete rules for core classes

RisusMinimalist RPG

Savage Worlds Test DriveBasic rules and accessories for Savage Worlds

Fate Core or Fate Accelerated EditionComplete versions of both games

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Free Games

D6 SystemComplete game

Prose Descriptive Qualities SystemComplete game

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Game Selection

Top Five Games based on sales1.Dungeons and Dragons, 5th edition (Wizards of the

Coast)2.Pathfinder (Paizo Publishing)3.Star Wars (Fantasy Flight Games)4.Shadowrun (Catalyst Game Labs)5.Iron Kingdoms (Privateer Press)

Source: http://icv2.com/articles/markets/view/32097/top-5-roleplaying-games-spring-2015

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Game Selection

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Where to get the rest

FLGS - Favorite Local Gaming StoreStaff can provide advice on games

Direct from PublisherOffer print and PDF bundles

Online Print BooksellersConvenient for big publishers

Online Electronic BooksellersPDFs, some PoD options

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Basics

Safety firstPermission slipsVisitors

AdvertisingPromote programWord of mouth among teens

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Preparation

Group sizeIdeal: 4-6 players

May need pre-generated characters and scenarioFirst game

SimpleShortSelf contained

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Campaign

A campaign is a series of gaming sessions focused on a group of characters which maintains a sense of continuity.

• Relationships: Characters and sessions combine to create relationships between the characters.

• History: The combination of adventures, series, and continuity create a shared history.

• Growth: Characters, adventures, and series come together to create growth.

Source: Odyssey: The Complete Game Master’s Guide to Campaign Management

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Six GM TypesThe Creator wants to design a setting and watch the players enjoy the fruits of her labor.

The Director runs campaigns with strong themes and tight plots.

The Fanatic runs campaigns because of an obsessive love of a setting or theme.

The Manager primarily concerns herself with how the game is played.

The Opponent sees the game as a challenge for the PCs to overcome.

The Player would rather be playing, but she has taken the Chair due to necessity.

The Romantic cares little for rules and plots; he’s more interested in developing the PCs’ personalities and personal lives.

Source: http://www.gnomestew.com/gming-advice/what-type-of-gm-are-you/

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Seven Player Types

Player engagementThe Power Gamer wants to make his character bigger, tougher, buffer, and richer.

The Butt-Kicker wants to let off steam with a little old-fashioned vicarious mayhem.

The Tactician is probably a military buff, who wants chances to think his way through complex, realistic problems, usually those of the battlefield.

The Specialist favors a particular character type, which he plays in every campaign and in every setting.

The Method Actor believes that roleplaying is a medium for personal expression, strongly identifying with the character he plays.

The Storyteller, like the method actor, is more inclined to the roleplaying side of the equation and less interested in numbers and experience points.

The Casual Gamer is often forgotten in discussions of this sort, but almost every group has one. Casual gamers tend to be low key folks who are uncomfortable taking center stage even in a small group.

Source: Robin’s Laws of Good Gamemastering, p.4-5

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Growth

Game lengthOne shot - One session

Convention gamesShort campaign - Six to eight sessions

Published adventuresLong campaign - Ten or more sessions

Western Marches

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Expansion

SchedulingRun different groups of players at separate times

RecruitmentAllow participants to run games

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Contact information

Cason SnowMetadata Librarian/CatalogerUniversity of Maine207-581-1670