Tensions in Live-Action Roleplaying Game Design

2003 · Non-Game Book (but RPG Related)

Tensions in Live-Action Roleplaying Game Design

A comparative media studies case study examines the design and implementation of live-action roleplaying games created by the MIT Assassins’ Guild. Drawing on textual analysis, ethnographic research, and historical context, it identifies five recurring tensions involving feasibility, information management, the relationship between player decisions and character actions, atmosphere, and competition. The study considers how designers balance these demands while creating mechanics that can be implemented by players, support timely information flow, maintain verisimilitude, and generate and resolve meaningful conflicts. It also introduces terminology and examples for discussing live-action game design.

Reading (for Periodicals, Adventure Books, etc)

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