JUMP CUT
A REVIEW OF CONTEMPORARY MEDIA

Gaming Narrative

  1. Gaming General Elements-Laprise’s Theory
    1. Luck
    2. Skill
    3. Rules Knowledge
    4. Social Interaction
  2. History
    1. Miniatures
      1. Scale
      2. Historical
      3. Fantasy (“Chainmail” from Tactical Studies Review AKA TSR)
    2. Role Playing games (Table top) [Dungeon’s & Dragon’s]
      1. Participants
        1. Game Master/Narrator/Storyteller
        2. Players
      2. Genre: anything
      3. Game Style
        1. Hack & Slash-focus on defeating foes and overcoming challenges
        2. Storytelling-focus on character development
      4. Story Construction Spectrum
        1. Quest
        2. Episodic
        3. Story arc
      5. Functionality
        1. 2-10 players
        2. Designated narrator(s)
        3. Tight control
        4. Characters able to cross genres
        5. Minimal ability for unsupervised character interpretation
  3. Live Action Role Playing (LARP) [“Laws of the Night” White Wolf Publishing]
      1. Participants
        1. Game Master/Narrator/Storyteller(s)
        2. Assistants
        3. Players
      2. Genre: anything
      3. Game Style
        1. Hack & Slash-focus on defeating foes and overcoming challenges
        2. Storytelling-focus on character development/exploration (dominant style in LARPs)
      4. Story Construction Spectrum
        1. Quest
        2. Episodic
        3. Story arc (dominant)
      5. Functionality
        1. 5-100+ players
        2. Designated narrators
        3. loose control
        4. lots of room for unsupervised player interpretation
        5. Improvisational
        6. immersive
  4. Boardgames
      1. Play style
        1. Competitive
        2. Cooperative-tends to have stronger narrative elements-interaction
          1. “Shadows Over Camelot”
          2. “Arkham Horror”
          3. “Duel of Ages”
      2. Mechanics--from www.boardgamegeek.com

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