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	<title>Ludus Novus &#187; narrative</title>
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	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
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	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
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	<itunes:author>Gregory Weir</itunes:author>
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		<itunes:name>Gregory Weir</itunes:name>
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		<title>The Fall of Stronghold</title>
		<link>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/</link>
		<comments>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 21:09:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[cutscenes]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
		<category><![CDATA[urgo]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1227</guid>
		<description><![CDATA[In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the Dungeons &#038; Dragons Fourth Edition campaign I&#8217;m currently running, I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/fallofstronghold.jpg" class="leadimage" alt="An image of an unfinished RPG terrain board with some miniatures, walls, and craft tools" />In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the <i>Dungeons &#038; Dragons</i> Fourth Edition campaign I&#8217;m currently running, I ran into this problem, and addressed it with the <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques">Cutscene technique</a>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/">The Fall of Stronghold</a>...</p>
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		<title>A Chain of Fake People</title>
		<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/</link>
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		<pubDate>Thu, 17 Dec 2009 18:48:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=653</guid>
		<description><![CDATA[Any creative work is a sort of conversation between two people: the author and the reader. Except it&#8217;s not. Books, movies, music, video games, and so on are created by one or more people, and then are consumed by one or more people. The work in question (let&#8217;s call it a game) serves as a [...]]]></description>
			<content:encoded><![CDATA[<p>Any creative work is a sort of conversation between two people: the author and the reader.  Except it&#8217;s not.</p>
<p>Books, movies, music, video games, and so on are created by one or more people, and then are consumed by one or more people.  The work in question (let&#8217;s call it a game) serves as a <em>medium</em> by which the player communicates with the authors or developers.  One can imagine an experience analogous to digital gaming where two people sit in a room, one telling the other what&#8217;s happening and the other responding with their actions.  This actually wouldn&#8217;t be too different than tabletop roleplaying.</p>
<p>But playing games doesn&#8217;t really work like that; there&#8217;s this big <em>thing</em> between the authors and the players called a <i>game</i>.  The authors and the player can be in different states; they might not speak the same language; the original author might be literally dead in real life.  But the work, the game, spans this void of time and distance to allow a sort of mediated communication.  And in the middle there are a bunch of imaginary people existing in a series of nested universes that make the exchange possible.  Let&#8217;s meet them, shall we?<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/">A Chain of Fake People</a>...</p>
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