Role Playing Materials


Book Description

Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.




Case Material and Role Play in Counselling Training


Book Description

First published in 1995. Between them, Janet Tolan and Susan Lendrum have nearly thirty years of experiences as counselling trainers. They have worked as practitioners in fields as diverse as voluntary telephone counselling, personnel work in industry, primary health care and local government. Following the recent rapid rise in counselling training, Case Material and Role Play in Counselling Training is the long awaited answer to the demand for an accessible and practical guide for trainers and educators in counselling skills, therapeutic counsellors and psychotherapists. It offers help to those designing a course and to those wondering how to enliven their training sessions. Part one describes how case materials and role play can form part of an overall training programme, and offers step-by-step instructions on how to use or adapt them. Part two comprises over 250 case vignettes and role plays and is further divided into two sections. The first covers core relationship skills such as beginnings and endings, empathy and ethical issues. The second covers practice issues such as loss and bereavement, sexuality and depression. Part two is cross-referenced so that readers looking for particular materials can select them according to: the work setting of their client group; the age of their client group; the stage of the relationship; or the focus of counselling.




Good Society


Book Description

Good Society is a tabletop roleplaying game where you create an Austen novel with your friends.




Case Material and Role Play in Counselling Training


Book Description

"Following the recent rapid rise in counselling training, Case Material and Role Play in Counselling Training is the long-awaited answer to the demand for an accessible and practical guide for trainers and educators in counselling skills, therapeutic counselling and psychotherapy. It offers help to those designing a course and to those wondering how to enliven their training sessions."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved




Research and Practice of Active Learning in Engineering Education


Book Description

Since 2001, the international network Active Learning in Engineering education (ALE) organized a series of international workshops on innovation of engineering education. The papers in this book are selected to reflect the state of the art, based on contributions to the 2005 ALE workshop in Holland. This overview of experiences in research and practice aims to be a source of inspiration for engineering educators.




Role-play as a Heritage Practice


Book Description

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.







Dark Revelation - The Role Playing Game - Player's Guide


Book Description

The Hodgepocalypse takes North America and the d20 system and makes it a diverse world filed with magical rites, modern technology and bizarre cultures.




Role-play as a Heritage Practice


Book Description

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.