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The Fantasy Role-Playing Game - by Daniel MacKay (Paperback)

The Fantasy Role-Playing Game - by  Daniel MacKay (Paperback) - 1 of 1
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About this item

Highlights

  • Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris).
  • About the Author: Daniel Mackay holds an M.A. in performance studies from New York University's Tisch School of the Arts.
  • 215 Pages
  • Games, Role Playing & Fantasy

Description



Book Synopsis



Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu.

Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.



Review Quotes




"veritable cookbook of gameology. Buy it...there is no other book out there that covers this topic so accurately, with so much application to actually gaming...Mackay really tells it like it is...detailed"-Rpg.net; "the most serious book on its subject so far"-Interzone.



About the Author



Daniel Mackay holds an M.A. in performance studies from New York University's Tisch School of the Arts. He lives in Eugene, Oregon.
Dimensions (Overall): 9.1 Inches (H) x 6.3 Inches (W) x .49 Inches (D)
Weight: .66 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 215
Genre: Games
Sub-Genre: Role Playing & Fantasy
Publisher: McFarland & Company
Format: Paperback
Author: Daniel MacKay
Language: English
Street Date: March 14, 2001
TCIN: 92961151
UPC: 9780786408153
Item Number (DPCI): 247-05-8310
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.49 inches length x 6.3 inches width x 9.1 inches height
Estimated ship weight: 0.66 pounds
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