Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games.
The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.
The Creation of Narrative in Tabletop Role-Playing Games is available at RPGNow.com.
Also available now from McFarland Publishing:
Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity
Tolkien and the Study of His Sources: Critical Essays
War, Politics and Superheroes: Ethics and Propaganda in Comics and Film
Captain America and the Struggle of the Superhero: Critical Essays