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EN
Role-playing games (RPG) provide a great opportunity to research creative word-formation. This article concentrateson RPG systems and represented worlds as well as proper nouns that can be found in them. The author presents the history of RPG, explains the core elements of the games (such as Game Master or RPG session) and compares the most popular and important systems. The article also explains how players create the names for their characters. The analysis is based on the examples taken from the Fallathan’s Chronicles game.
PL
Artykuł dotyczy systemów RPG, światów przedstawionych oraz onimii w grach tego typu. Przedłożono nie tylko historię gier role-playing, lecz także opisano najbardziej znane, a zarazem kluczowe systemy RPG. W artykule wyjaśniono również, czym są gry RPG, jakie elementy składają się na rozgrywkę, np. kim jest Mistrz Gry lub co to jest sesja. Na przykładzie imion z gry Kroniki Fallathanu autorka wskazała, w jaki sposób gracze tworzą miana swoich postaci.
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Pulp era w grach fabularnych

94%
EN
The article aims to measure influence of American pulp magazines on modern roleplaying games. Short characteristic of their cultural phenomenon is included, as well as question is raised: do roleplaying games designers connect their work with pulp magazines in spectrum of topics, composition and mechanics?
EN
Eight factors in the diversity of participation in role-playing games are named in the paper: age, gender, gaming experience, playing frequency, selected systems, division of roles in the game, extra-session engagement, interest in other kinds of leisure. The article demonstrates how these issues were included or omitted in reports on empirical psychological research that was conducted in Poland in the years 2001-2008. The results of the review imply that most of these factors did not receive adequate consideration in works from that period, which shows certain weaknesses in this area of Polish RPG research.
EN
The subject of this paper are the manifestations of racism in computer role-playing games. One of the most popular works of the genre, Neverwinter Nights 2, serves as the basis for the analysis. The main aim is to show to what extent racial discrimination is present in this game as well as to point out and present techniques and solutions which enable the designers of Neverwinter Nights 2 to promote anti-racist attitude among gamers.
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Element dramowy w RPG: zarys projektu przemiany gracza

94%
EN
Role-Playing Game (RPG) has existed for 40 years and yet they are hardly recognized in Polish popular culture. The author points out the dual character of playing such games: an inherent tension between “playing a game” and “role-playing”, or between following the game system rules laid down in a book and trying to succeed in randomized situations on the one hand and assuming a role and entering into the character being played on the other. Next, attention is drawn to a certain similarity between entering into a role in an RPG and playing a role in a creative drama, especially an educational one. With reference to storytelling games, exemplified by the Vampire: The Masquerade system, an attempt is made to show that RPGs create great opportunities for generating strong emotions connected with moral choices and ethical assessment of the player’s own actions. In this, the author perceives potential for opening towards the Other, to a cultural (and other) variety of cognitive perspectives and hierarchies of values, which is consistent with postmodern philosophy.
EN
The paper analyses the almost complete absence of Polish RPG designers from OneBookShelf’s community content programs for various tabletop RPG systems, proposing an explanation for this absence based on the development of the RPG fandom in Poland. A part of the argument is concerned with a relatively weak position of Dungeons & Dragons in Poland compared to the English market and with the Polish RPG players’ lack of interest in the market of digital materials for tabletop RPGs. The main hypothesis, however, connects the Polish absence from community content programs with how the long absence of professional systems and the permanently small market of commercial RPGs in Poland might have increased the intensity of prosumption of RPGs among Polish fans but simultaneously limited their chance to gain skills and knowledge necessary to publish and market the results of this prosumption on a professional or semi-professional level. Statements of Jan Sielicki – the only Polish RPG designer who published numerous and successful supplements under community content programs – are quoted to reinforce this hypothesis and show how Sielicki gained the necessary skills outside of the Polish RPG fandom.
PL
Artykuł analizuje nieomal zupełny brak udziału polskich projektantów gier fabularnych w programach community content otworzonych przez OneBookShelf dla różnych systemów RPG i proponuje wyjaśnienie tego stanu warunkami rozwoju fandomu gier fabularnych w Polsce. Jako częściowa przyczyna zasugerowana jest pozycja Dungeons & Dragons na polskim rynku RPG, słabsza niż na rynku anglojęzycznym, i niskie zainteresowanie polskich graczy rynkiem cyfrowych materiałów do narracyjnych gier fabularnych. Główne przypuszczenie łączy jednak brak polskiego udziału w programach community content z długą nieobecnością profesjonalnie wydawanych gier fabularnych na krajowym rynku RPG oraz jego trwającą do dzisiaj niewielką skalą. Czynniki te mogły zintensyfikować prosumpcję gier fabularnych wśród ich polskich fanów, ale zarazem ograniczyły ich szanse na zdobycie umiejętności i wiedzy potrzebnych, by publikować i sprzedawać efekty tej prosumpcji na (pół)profesjonalnym poziomie. Opinie Jana Sielickiego – jedynego polskiego projektanta RPG publikującego liczne i dobrze przyjęte dodatki w ramach programów community content – wzmacniają to przypuszczenie i pokazują, jak Sielicki zdobył potrzebne umiejętności poza polskim fandomem narracyjnych gier fabularnych.
EN
The paper analyses the evolution of tabletop RPGs in Poland through the prism of Magia i Miecz (1993–2002) – the first, and for a long time the only commercial Polish RPG magazine. This evolution is discussed by means of the “classic” Gamism-Narrativism-Simulationism model, and with reference to the history of RPGs in the English-speaking world. Even though they reached Poland 20 years after their birth, when simulationism and diceless storytelling were well-known abroad, Magia i Miecz did not import all playing styles at once. Instead, Polish RPGs went through the same developmental stages as in the USA: from gamism, across simulationism and narrativism, to diceless storytelling to dice-friendly storytelling and New Style / indie.
PL
Artykuł omawia ewolucję narracyjnych gier fabularnych w Polsce przez pryzmat „Magii i Miecza” (1993–2002), pierwszego i przez długi czas jedynego komercyjnego czasopisma RPG w kraju. Ewolucję tę analizujemy, opierając się na „klasycznym” modelu: gamizm–narratywizm–symulacjonizm, i w zestawieniu z historią RPG w krajach anglojęzycznych. Mimo że do Polski RPG dotarły 20 lat po swoich narodzinach, gdy symulacjonizm i bezkostkowy storytelling były już dobrze znane za granicą, Magia i Miecz nie od razu przejęła wszystkie style grania. Polskie RPG przeszło przez te same etapy rozwojowe co amerykańskie: od gamizmu, przez symulacjonizm, narratywizm i bezkostkowy storytelling, po kostkowy storytelling i gry Nowej Fali / indie.
EN
The article portrays they reach to the Gothic tradition in what way of the creator of computer games. Procedure reinterpretations characteristic imaginarium were showed on the example of the series of games Diablo for the Gothic novel so that it is also attractive for the today’s recipient the texts of the popular culture. Their annulling accompanies calling the elements of the convention of Gothic novel (labyrinth as the space of action, secret, supernatural existences, satanic accents and perverse erotica). The Sacrum of the offence, stressed by creators the Gothic literature, it happened only the play in killing in the series of computer games.
EN
The paper consists of two parts. The first one is an introductory attempt to translate the concepts of literary genology into concepts useful in analyzing the rulebook of the role-playing game Changeling: The Lost. The key term here is “genre convention”, which replaces the concept of “genre”. Whereas the word “genre” suggests belonging to a certain class of texts, the phrase “genre convention” implies a less strict relation to genre patterns, based rather on a hermeneutic reference to living cultural tradition than on a paradigmatic realization of frozen forms. Such an approach appears to be proper while discussing those cultural texts which creatively combine several genre conventions, instead of limiting themselves to just one. This is exactly the kind of combination that we have to do with in Changeling: The Lost. The second part of the text includes a brief depiction of the presented world of the game and an analysis of this world with regard to the genre conventions it employs. The most numerous group of these is made up from genre conventions that are typical of the cycle of games called “the World of Darkness”: investigation, thriller and horror, psychological, social, urban fantasy, as well as the gothic convention (which is perhaps broad enough so as not to be considered a genre). However, it is the references to the conventions of folk genres — fairy-tale in particular — which are of special interest here. The application of adapted genological terminology allows to distinguish rather precisely the elements of various conventions in the Changeling: The Lost rulebook, being an example of how useful the method of literary studies can be in researching the phenomena of various media.
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Konwencja heroic fantasy w grach fabularnych

71%
Homo Ludens
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2011
|
issue 1(3)
181-197
EN
Heroic fantasy was the first of the many subgenres of fantasy that assumed a defined form within the genre. Although it is stereotypically perceived as less ambitious than other branches, it still belongs to the most popular ones in literature as well in the fantasy role-playing games industry. The aim of this article is to present how the creators of RPG games use the heroic fantasy genre in their games, as well as to analyze the perspectives on that genre among RPG fans.
EN
The article is directed at the Polish researchers of narrative role-playing games; its aim is to encourage them to apply in their work certain theoretical concepts which seem to have been largely neglected in our academic discourse concerning RPGs. The most important categories suggested are: culture, popular culture, fans and fan communities. The paper also includes arguments in support of the claim that maintaining contacts with the fandom is a very valuable competence of a role-playing games researcher.
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W kręgu blogosfery RPG

71%
Homo Ludens
|
2010
|
issue 1(2)
161-174
EN
When in the late 1990s the WWW entered Polish homes, role-playing games had already gathered many followers. The new medium became a perfect way to publish RPG materials. At first the popularizing function belonged to small RPG fan-clubs or author-run, enthusiast-made Internet websites. In time, this role was taken over by more or less professional thematic vortals, which also constructed a certain kind of identity of role-playing gamers in our country. Are we witnessing a new transformation today? The blogs are slowly ceasing to be associated with exhibitionist recordings of intimate experiences, and they are assuming an opinion-formative and socio-creative role. In the area of RPG, one may also observe the growing popularity of thematic blogs which realize the same goals as the aforementioned vortals. Thanks to blog websites, like Blogspot or Wordpress, making one's own blog has become easy for every user of the Internet. In these circumstances, does the burgeoning blogosphere have a chance to exert a more effective influence on the constituting of Polish RPG players' identities, as is the case in the West? Can it replace thematic portals?
EN
Author of this article describes characters and themes of Dragonlance saga, one of Dungeons & Dragons worlds, written by Tracy Hickman and Margaret Weis. He notes that Heroes of the Lance are „transistional” - although they are adult in physical sense, they also have problems of teenagers and are close to young readers in regard that they must grown up, too. He also notes that the whole Dragonlance saga is transitional – placed between heroic fantasy of Tolkien and dark fantasy of Sapkowski, between fairytale-like world of Lewis and „realistic” world of Martin. He concludes that although Dragonlance main function is to entertain the reader, it can show some ethical behaviour, too.
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2019
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vol. 2
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issue 1
4-25
EN
The aim of the research is to investigate the correlation between age and playing styles in an authorial role-playing game. In the designed research the authors have assumed the playing styles defined by Richard Bartle, that is: the socializer, the killer, the achiever, the explorer. The research subjects came from three age groups: university students (18-25), corporate workers (35-50) and seniors (65+). The research was conducted with the use of the quantitative method on the basis of the playing styles observation sheet developed in accordance with the operationalization of Bartle’s taxonomy. Throughout the conducted observations one could observe clear behaviours, adequate with the operationalized taxonomy of Bartle. The dominant type in every age group was the socialiser, on the other hand only a few behaviours were associated with the killer type. In every age category there was a specific pattern of the observed behaviours, which are possible to explain by comparison to the everyday activities of the investigated age groups. Knowledge about the correlation between age and playing style could be useful for game creators and educators, who want to use the game as an educational method.
PL
Teza. Artykuł porusza kwestię wykorzystywania gier fabularnych (ang. RPG - Role Playing Game) w procesie edukacyjnym, ale także terapeutycznym. Autor dąży do zestawienia aktualnych danych krajowych i zagranicznych na ten temat. Podstawowym założeniem, jakie jest motywem przewodnim artykułu jest analiza procesu dydaktycznego pod kątem wartości doświadczenia własnego i spontanicznej aktywności. Omówione koncepcje. Zaprezentowane badania pochodzą z praktyki pedagogicznej lub terapeutycznej wykorzystującej gry fabularne. Różnorodność tej rozrywki sprawia, że niektóre z prac skupiają się na aspekcie klasycznych gier RPG, inne zaś bardziej na teatralnych grach fabularnych (ang. LARP - Live Action Role Play), często w uproszczonej formie gier dramowych. Wyniki i wnioski. Zasadność używania gier fabularnych w edukacji opiera się na wartości doświadczenia własnego oraz wyciągania z niego wniosków, które pełni istotną funkcję w procesie nauczania. Uczestnictwo całym sobą w grze osadzonej w realiach historycznych lub z użyciem języka obcego, znacząco podnosi poziom zaangażowania uczniów oraz jakość ich przemyśleń. Jednocześnie wielu badaczy zwraca uwagę na trudności metodologiczne w ustaleniu rzeczywistej efektywności gier RPG, jako metody nauczania. Pojawiające się w badaniach refleksje autorów zmierzają do wspólnego stanowiska, mówiącego, że zarówno brak rzetelnych badań dotyczących gier fabularnych, jak również olbrzymia schematyczność obecna w polskim kształceniu sprawiają, iż szerokie stosowanie gier różnego typu w trakcie lekcji wciąż pozostaje pojawiającą się sporadycznie ciekawostką, nie uznawaną za wartościową metodę. Wartość poznawcza podejścia. Praca ma charakter zestawiający polskie opracowania z zagranicznymi i dokonuje porównania tych badań, co prowadzi do stosunkowo krytycznych wniosków dotyczących stanu polskiej edukacji i myślenia o istotności osobistego doświadczenia zarówno w nauce, jak i procesie terapeutycznym.
EN
Thesis. The article deals with the issue of the use of role playing games (RPG) in the educational process, but also in the therapeutic process. The author attempts to compile current national and foreign data on this subject. The basic assumption underlying the article is to analyze the didactic process in terms of the value of personal experience and spontaneous activity. Concepts discussed. The research is derived from pedagogical or therapeutic practice using role playing games. The diversity of this entertainment means that some of the works focus on the aspect of classic RPG games, while others focus more on theatrical role playing games (LARP - Live Action Role Play), often in a simplified form of drama games. Results and conclusions. The validity of using role playing games in education is based on the value of the author’s own experience and learning from it, which plays an important role in the teaching process. Participation in a game embedded in the realities of history or using a foreign language significantly increases the level of students' involvement and the quality of their thinking. At the same time, many researchers point to methodological difficulties in determining the real effectiveness of RPG games as a teaching method. The author’s reflections appearing in the research aim at the combined approach that both the lack of reliable research on role-playing games, as well as the huge conventionality present in Polish education mean that the wide use of games of various types during lessons still remains an infrequent curiosity, unrecognized for its valuable method. The cognitive value of the approach. The study combines Polish studies with foreign ones and cpmpares them, which leads to relatively critical conclusions about the state of Polish education and thoughts on the importance of personal experience in both the scientific and therapeutic processes.
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Mechaniki tworzenia postaci

60%
PL
Jedną z najważniejszych przyjemności gier RPG jest możliwość wcielania się w wyobrażone postaci. Proces kreowania i rozwijania ich tożsamości będzie określał charakter danej gry. W poniższym artykule chcę przyjrzeć się możliwościom konstruowania tożsamości bohatera gracza, jakie projektanci implementują w systemach reguł gier. W dyskusji o elementach reprezentacji postaci, a najczęściej w takich kategoriach przedstawia się tożsamość bohaterów, nierzadko zapomina się o wymiarze mechanicznym gry. Mój artykuł skupia się na warstwie zasad i reguł kreacji oraz rozwoju postaci dwóch systemów RPG. Za przykład posłuży klasyczna gra Dungeons & Dragons 3.5 oraz bardziej współczesna Klanarchia. Materiałami do analizy będą karty postaci obu systemów oraz fragmenty podręczników. Posłużę się językiem opisu reguł gier Miguela Sicarta oraz ludologiczną perspektywą takich autorów jak Jesper Juul i Espen Aarseth, a także popularną wśród projektantów gier fabularnych tzw. teorią GNS. Wyniki badania zasad obu gier pozwolą zrozumieć sposoby budowania tożsamości mechanicznej bohatera gracza oraz ich związek ze stylem zabawy, jakie proponuje każdy z przywoływanych tytułów.
EN
One of the biggest pleasures of role-playing games is the possibility to play as a fictional character. The character creation and development processes constitute the identity of a given game. In this paper, I want to observe and describe the possibilities of building character identity through rule system. In the discussion about the elements of representation of a given game character, often its mechanical side is ignored. This paper concentrates on the character creation and development processes of two tabletop RPG games. As an example I’ve chosen a classic – Dungeons & Dragons 3.5 and a more modern Polish system – Klanarchia. The materials for the analysis will be character sheets and rulebooks for both games. I will use the game elements terminology of M. Sicart, the ludological perspective of authors like J. Juul and E. Aarseth, and also the GNS theory, popular amongst RPG designers. The results of the game rules study will serve the better understanding of different ways for mechanical character identity creation and its relationship to the style in which the games are designed.
17
60%
EN
Objective - The main objective of the study was to determine the possibility of using the attractiveness of classic role-playing games to promote libraries and reading. Research method - Surveys were conducted among people playing the classic role-playing games. Results - Studies have shown that playing RPGs may - according to the subjective assessment of respondents - encourage the development of selected features and skills, such as narrative ability, creativity, logical thinking and teamwork skills, as well as stimulate creative activity, prompting the creation of literature, music and art pieces. The study also showed that while playing a specific game rarely encouraged the player to reach for the book which the RPG had been based on, it often encouraged him to reach for the book with the background resembling the game settings. The study also showed that just over 40% of respondents would like to be able to organize the library RPG session. The possibility of playing RPGs could also - at least for some gamers - become an argument encouraging them to visit the library more frequently. Conclusions - Playing traditional RPGs can - to some extent - positively influence the development of readers' habits and be an interesting element of book promotion.
PL
Teza/cel: Głównym celem przeprowadzonych badań było określenie możliwości wykorzystania atrakcyjności klasycznych RPG (Role Playing Games) w promocji działalności bibliotek i propagowaniu czytelnictwa. Metoda: Przeprowadzono badania ankietowe w środowisku osób grających w klasyczne gry typu RPG. Wyniki: Badania pokazały, że granie w RPG może – w subiektywnej ocenie respondentów – stymulować rozwój wybranych cech i umiejętności, takich jak: zdolności narracyjne, kreatywność, zdolność logicznego myślenia czy umiejętność pracy w grupie oraz pobudzać do twórczej aktywności, skłaniając do opracowywania utworów literackich, muzycznych czy plastycznych. Przeprowadzone badania pokazały również, że choć granie w określoną grę stosunkowo rzadko prowadzi do sięgnięcia po dzieło literackie, na podstawie którego została stworzona, to jednak często granie skłania do sięgania po książki osadzone w klimacie lub gatunku podobnym do gry. Badania pokazały również, że nieco ponad 40% respondentów chciałoby mieć możliwość organizowania w bibliotece sesji RPG. Możliwość grania w RPG mogłaby również - przynajmniej dla części badanych - stać się argumentem skłaniającym ich do częstszych wizyt w bibliotece. Wnioski: Granie w tradycyjne gry fabularne może w pewnym zakresie korzystnie wpływać na rozwój zainteresowań czytelniczych i być interesującym elementem promocji książki.
EN
Time and space constitute basic structural elements of the work of literature and define scope of its composition. In Joanne K. Rowling’s series they refer mainly to the fantasy genre which mostly demonstrates itself by duality of the presented world, in two types of time – cyclical and linear and in showing decisive moment for that world. Harry Potter story also follows the same patterns, so characteristic for Entwicklungsroman, school story or even RPG game. Time and space issue of the discussed work can be viewed in three aspects: narration, presented world and references. Characteristic feature presented here is enlivening of the space-time relations through usage of elliptical structures, frequent changes of perspective and sometimes also through simultaneity of the story. Time and space components in the presented world are subjects to multiple metamorphoses which refer to magic as specific, immanent dimension of reality; whereas vicissitude recalls classical space-time themes like road and labyrinth. Consonance with reality manifests itself both in the realistic „Anglo-Saxon” pattern of the „Potterverse” and in direct references – to Nicolas Flamel, alchemist from Pontoise for example. Time and space management constitutes one of the major elements of literary expression in this novel cycle, extremely popular around the world.
EN
The essay aims to show the possibility of using intertextuality as a methodological tool in the field of ludology. It shows some concepts of intertextuality, elaborated by literary theorists, and some of already existing modes of using this category in surveying Computer Role-Playing Games (cf. Consalvo, Mortensen, Konzack). Cathegory of intertextuality has been placed in ludological discourse by using Lars Konzack’s videogame analysis project.
EN
The article presents methodological ideas for the use of theatrical and narrative role-playing games in teaching the humanities - especially selected syllabus contents of Polish literature in secondary school. The illustrated contents are references to LARP entitled 'The Ball at Senator Vasylev's' referring to selected scenes from the 3rd part of 'Dziady' by Adam Mickiewicz.
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