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The Creation of Narrative in Tabletop Role-Playing Games, by Jennifer Grouling Cover
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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.
- Sales Rank: #1288884 in eBooks
- Published on: 2010-07-01
- Released on: 2010-07-01
- Format: Kindle eBook
About the Author
Jennifer Grouling Cover is a PhD candidate in rhetoric and writing at Virginia Tech. She teaches writing and lives in Muncie, Indiana.
Most helpful customer reviews
0 of 0 people found the following review helpful.
but it's not going to help me create better narrative at my table
By Dan Williamson
Very interesting. Not exactly what I expected, it's a scholarly examination of the way that language is used at the gaming table. Being a fan of linguistics, this was interesting, but it's not going to help me create better narrative at my table.
17 of 19 people found the following review helpful.
An Excellent First Step toward a New View on the TRPG
By Epileptic Tarrasque
By far the most innovative scholastic treatment of the Tabletop Roleplaying Game (TRPG) I've read to date, Creation clearly delineates a new cross-discipline view for future research and debate on narrative and its role in the TRPG. While by necessity Cover reiterates some commonly held truisms in the subject, at no point does this detract from the work, either for a student of rhetoric, or for the lay person.
The only reason this did not receive a fifth star was because of its relatively narrow focus, specifically on Dungeons & Dragons as a flagship TRPG. While it is in effect the quintessential representative of the genre, the effort and tremendous scholarship that went into the production of this book shows to me that the author has abundant potential and talent, and I feel as a personal opinion that the rather tight focus on that one game system in this text does her conclusions and her capabilities something of an injustice.
Whether you are simply an interested person, a player or GM of a TRPG, or a researcher looking seriously into the narrative underpinnings that hold together all of our creatively supported interactions from make-believe games as children to modern computer RPG's and MMORPG's, Cover's insights and excellently researched syntheses prove both engaging to read and provocative in thought. I look forward eagerly to any pursuant texts in the same vein.
4 of 5 people found the following review helpful.
I like it, however I do not feel it is ...
By corey walden
I like it, however I do not feel it is as thoroughly researched as say a contemporary like Peterson. Clearly the angle of the writing is far different, however there were some historical inaccuracies (or omissions). For instance, it is suggested that Arneson was very influenced by Tolkien's work for his Blackmoor game. This may have been (and probably was) the case, however this text fails to acknowledge the enormous influence that Chainmail (by Gygax) had on Arneson's initial Blackmoor concept. Now, Chainmail, was clearly influenced by Tolkien's work!
Having said that, it is easy-to-read, and well-written. It offers a notable contribution to TRPG studies, and I am currently referencing it for a master's thesis.
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