Browsing All Posts filed under »theory«

Metaphoric Rules in Role-Playing Games

November 12, 2012


It is very common for role-playing games to extend rules meant for one thing to cover other fields. The archetypical example of this is using combat rules for other conflicts. This has been the standard way of building rules since Dungeons & Dragons started extending rolls beyond hitting things. First, it was resistance rolls, then […]

About Randomness in Role-Playing Games

August 26, 2011


When randomness in role-playing games is discussed, it usually means analysis of specific dice-mechanics. And since most rpg’s employ dice, it is a useful pursuit to try to understand the interplay of the mechanics and how they affect role-playing. But dice are not the only source of randomness, nor are the usual substitutions for them […]

IJRP issue 2

April 20, 2011


Managed to publish my first article in role-playing theory, in the second issue of International Journal of Role-Playing. The article is about how role-playing games are, can and should be defined. There is a bunch of great articles in the journal. Suggested reading for anyone interested in (academic) role-playing game theory.

Of theory and practice

February 28, 2008


A discussion I had with some local rpg-players got me thinking about the history of rpg-theory in Finland. The best known of theories was the one based on the text known as the Turku School Manifesto (it was displayed online not long ago, but I can’t seem to find it anymore). It meant that for […]

By train, for a change

January 7, 2008


It’s not something I usually write about*, but I read a few (older) posts by Thanuir about railroading, and I thought about commenting those posts. I’m basically going to claim that 1) railroading is not (entirely) bad, 2) it happens in all games, and 3) it is not even a very good way of talking […]

Computers and role-play

December 3, 2007


I noticed something when I happened to watch a tv-program on games. It seems (and this is in no way rigorously analytical, just a hunch) that a (computer) game has “role-playing elements” if there is any progression in the abilities of character played.

Dogmatic manifestos.

July 18, 2007


I’ve finally read something I’ve been meaning to read for a long time: the manifestos Dogma 99 and The Manifesto of the Turku School. While I understand, at least partly, the motivation behind these texts, I have to strongly disagree with both of them on some important facts. This is not surprising, as both we’re […]