Difference between revisions of "Player Aids"
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=== Examples === | === Examples === | ||
+ | While some earlier modules for [[Dungeons & Dragons]] had images that were intended to be shown to players, [[Call of Cthulhu]] was the first [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] that had sheets with [[Player Aids]] in the form of textual information that players were to be given when they reached specific points in adventures<ref name="DnD"/> | ||
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The map and booklet that went along with later editions of [[Zork series|Zork I]] are examples of [[Player Aids]]. | The map and booklet that went along with later editions of [[Zork series|Zork I]] are examples of [[Player Aids]]. | ||
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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="DnD">Appelcline, S. 2011. Designers & Dragons. Page 86. Moongoose publishing.</ref> | ||
+ | </references> | ||
+ | |||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 18:40, 11 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
While some earlier modules for Dungeons & Dragons had images that were intended to be shown to players, Call of Cthulhu was the first Tabletop Roleplaying Game that had sheets with Player Aids in the form of textual information that players were to be given when they reached specific points in adventures[1]
The map and booklet that went along with later editions of Zork I are examples of Player Aids.
Anti-Examples
optional
Using the pattern
hand-outs
Can Be Instantiated By
Player Aids are Props designed to given to players as part of conveying Predetermined Story Structures. For games with Game Masters, this may be when specific events take place but in other games (like Zork I and other Inforcom games) it may simply be available from before gameplay begins.
Interface Aspects
Player Aids is a Interface Pattern.
Narration Aspects
Player Aids is a Narration Pattern.
Consequences
While Player Aids typically are Props and through this do not explicitly provide gameplay, they can be Clues containing information relevant to Puzzle Solving and inspire Roleplaying. Regardless of this, they can help players have Emotional Engrossment due to their visual or tactile design.
Relations
Can Instantiate
Can Modulate
Roleplaying, Predetermined Story Structures, Puzzle Solving
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
- ↑ Appelcline, S. 2011. Designers & Dragons. Page 86. Moongoose publishing.
Acknowledgements
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