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Tidsskrift
Bog, 2020
Introduction -- 1. The Two Cultures -- The Legacy of Wargaming -- Gaming as Characters -- Collective Authorship -- Early Perceptions of Difference -- 2. How to Play -- Wishful Thinking -- Deciding for You -- Resolution -- 3. Designing for Role Play -- Self-Determination -- Ethical Calculus -- Personal Goals -- 4. The Role of the Referee -- Steering a Story -- Destiny's Mark -- Unsupervised Adventure -- Intermezzo : Transcending Design -- 5. Toward a Philosophy -- Wargamers Counterattack -- Definitions and Controversies -- Simbalist's Paradoxes -- The Generation Gap -- Just a Game? -- 6. Maturity -- The Blacow Model -- Applying the Model -- Starting from Scratch -- Invisible Systems -- The Elusive Shift -- Epilogue
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