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How to design a story: Game and narrative in Dungeons and Dragons – Honi Soit

Tabletop roleplaying games are not just sets of rules or patterns of cliches. They are a narrative form in and of themselves.

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The farmboy stands at the edge of the world he knows. A wide vista stretches before him. He turns for a last look at home. He could be safe there, happy even but that is not what he was made for. He gulps and takes the step.
Dungeons and Dragons (or D&D) has occupied a number of positions in the public imagination since it was first published in 1974. At times, it has been a source of moral panic, the supernatural elements of the game at odds with the insurgent Reaganite evangelical conservatism…

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