Second Person: Role-Playing and Story in Games and Playable Media
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From the Contents: I: Tabletop Systems Games, storytelling, and breaking the string / Greg Costikyan On the Wild Card series / George R. R. Martin From the basement to the basic set : the early years of Dungeons and Dragons / Erik Mona Narrative structure and creative tension in Call of Cthulhu / Kenneth Hite On "The Haunted House" / Keith Herber On character creation in Everway / Jonathan Tweet Storytelling games as a creative medium / Will Hindmarch Structure and meaning in role-playing game design / Rebecca Borgstrom My Life with Master : the architecture of protagonism / Paul Czege Making games that make stories / James Wallis Creating a meaning-machine : the deck of stories called Life in the Garden / Eric Zimmerman Designing decisions and concepts in licensed collectible card games / Eric Lang (with Pat Harrigan) One story, many media / Kevin Wilson On Mystery in the Abbey / Bruno Faidutti On Life's Lottery / Kim Newman II: Computational Fictions The Sands of Time : crafting a video game story / Jordan Mechner On And Then There Were None / Lee Sheldon On Solitaire / Helen Thorington Enlightening interactive fiction : Andrew Plotkin's Shade / Jeremy Douglass Creation of Floyd the robot in Planetfall / Steve Meretzky Fretting the player character / Nick Montfort On Savoir-Faire / Emily Short Pax, writing, and change / Stuart Moulthrop RE: authoring Magritte : The Brotherhood of Bent Billiard / Talan Memmott On soft cinema : Mission to Earth / Lev Manovich On Juvenate / MariÌe-Laure Ryan On Twelve Easy Lessons to Better Time Travel / Mark C. Marino Deikto : a language for interactive storytelling / Chris Crawford GRIOT's tales of haints and seraphs : a computational narrative generation system / D. Fox Harrell Writing Façade : a case study in procedural authorship / Michael Mateas and Andrew Stern On The Breakup Conversation / Robert Zubek On The Archer's Flight / Mark Keavney III: Real Worlds Prismatic play : games as windows on the real world / John Tynes On John Tynes's Puppetland / Sean Thorne Video games go to Washington : the story behind The Howard Dean for Iowa Game / Ian Bogost and Gonzalo Frasca Political activism : bending the rules / Kevin Whelan Puppet master problem : design for real-world, mission-based gaming / Jane McGonigal On A Measure for Marriage / Nick Fortugno On unexceptional.net / Robert Nideffer On Itinerant / Teri Rueb Finding the game in improvised theater / Tim Uren On Adventures in Mating / Joe Scrimshaw Santaman's Harvest yields questions, or does a performance happen if it exists in a virtual forest? / Adriene Jenik Me, the other / Torill Elvira Mortensen Network of quests in World of Warcraft / Jill Walker Communities of play : the social construction of identity in persistent online game worlds / Celia Pearce and Artemesia Eliza Redux / Adrianne Wortzel IV: Appendices Appendix A: Puppetland / John Tynes Appendix B: Bestial Acts / Greg Costikyan Appendix C: The Extraordinary Adventures Of Baron Munchausen / James Wallis