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        <title><![CDATA[Wayne Barry : Weblog items tagged with rpg]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[Dragons' Lair RPG - A Team 2 Production]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1964.html</link>
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            <pubDate>Mon, 09 Mar 2009 11:26:39 GMT</pubDate>
		<dc:subject><![CDATA[second life]]></dc:subject>
		<dc:subject><![CDATA[rpg]]></dc:subject>
		<dc:subject><![CDATA[role playing game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[dragons' den]]></dc:subject>
            <description><![CDATA[<p><img src="http://holyroodpark.net/heywayne/files/3/405/dragons-lair.png"  border="1"  alt="Dragons' Lair"  hspace="4"  vspace="4"  width="350"  height="194"  align="right" />Week&nbsp;5 of the course saw the teams being given an exercise that involved building a game around the <a href="http://www.secondlife.com/"  target="_blank">Second Life</a> platform. Team 2 member, Nicholas Palmer, once again, got the ball rolling by providing a useful mind map of the task at hand.</p><p>The game was based around the well-worn concept of <a href="http://en.wikipedia.org/wiki/Role-playing_games"  target="_blank"  title="Role Playing Game">role playing games</a> (RPG),&nbsp;the format of this type of game is something that I am very&nbsp;familiar&nbsp;during my teenage years as I was an avid&nbsp;player&nbsp;(and sometimes author) of the &quot;<em><a href="http://en.wikipedia.org/wiki/Call_of_Cthulhu_(role_playing_game)"  target="_blank"  title="Call of Cthulhu RPG">Call of Cthulhu</a></em>&quot;&nbsp;RPG system. Hamish Macleod offered a couple of examples that the teams could use or create something that was of interest to them. Hamish's examples included:</p><ol><li>An Employment Exit Interview </li><li>Drama on Drug Action at the Synapse</li></ol><p>The team members suggested some ideas that could make a potential RPG. One of my proposals involving a sales pitch by a young team of comedians&nbsp;for an idea&nbsp;of a comedy show to some hard-bitten TV executives was taken by Marie Leadbetter and developed further by basing it&nbsp;upon the BBC TV's &quot;<em><a href="http://www.bbc.co.uk/dragonsden/"  target="_blank">Dragons' Den</a></em>&quot; format. Marie was kind enough to create a wiki for the team to start fleshing out their ideas. The wiki was broken up into 6 sections:</p><ul><li>Game Description</li><li>Rules</li><li>Characters</li><li>Scenarios</li><li>Platform / Design</li><li>Theory</li></ul><p>One of the side-effects of developing this game was that for some of the team, the concept of &quot;<em>Dragons' Den</em>&quot; was not clear to them despite the presence of the rules and links to the BBC show and the Wikipedia article. This suggested to me that we&nbsp;were not&nbsp;using an universal&nbsp;cultural reference point on which to build and, as such, they felt they were not able to make a productive and fruitful contribution to the team project.</p><p>One of the issues here, is that teams need to turn around an idea into a fully-fledged &quot;product&quot; within a week. This means that the teams need to &quot;virtually&quot; meet with each other to get the ball rolling. Given that some of the team members are quite geographically and temporally displaced it does mean that they cannot always attend virtual meetings on Skype or Second Life. We can, of course, communicate via the Discussion Boards on WebCT, but again it could sometimes take up to a whole day before a reply is received. Therefore, in order to complete the project, some of the team members will have to &quot;trailblaze&quot; the project forward and having the other team members &quot;piggy back&quot; on when they are able to - this is clearly not an ideal situation as you want team members to have an equitable and democratic experience.</p><p>The Dragons' Lair RPG wiki can be accessed <a href="http://idgbl2009.wetpaint.com/"  target="_blank">here...</a></p>]]></description>
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        <item>
            <title><![CDATA[Flashbacks of a Fool]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1559.html</link>
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            <pubDate>Mon, 19 Jan 2009 15:10:02 GMT</pubDate>
		<dc:subject><![CDATA["alternate reality game"]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[RPG]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA["role playing game"]]></dc:subject>
		<dc:subject><![CDATA[ARG]]></dc:subject>
		<dc:subject><![CDATA["game-based learning"]]></dc:subject>
		<dc:subject><![CDATA["back story"]]></dc:subject>
            <description><![CDATA[<p>This is the first week of the &quot;Introduction to Digital Game-based Learning&quot; module. Over the next 12 weeks, we will be exploring the world of digital games in terms of ideas, concepts, issues and controversies and in particular how games can aid with the learning process - what lessons can be learnt if any? I do believe that exploration and play are the building blocks of learning.</p><p>But before we begin our adventure into the realm of gaming and the gamer-learner, we must start with that time old tradition of storytelling - the <a href="http://en.wikipedia.org/wiki/Back_story"  target="_blank"  title="Back Story"><strong>back story</strong></a> or rather my back story which will provide some historical context to my relationship and engagements with games.</p><p>I was never fond of traditional sports like football or rugby and as such a lot of my peers felt that I must be a misfit or something. But I did enjoy games that were created from my own imagination involving <a href="http://www.lego.com/en-gb/default.aspx"  target="_blank"  title="LEGI"><strong>LEGO</strong></a>, <a href="http://www.meccano.com/"  target="_blank"  title="Meccano"><strong>Meccano</strong></a> and toy figures. This extended to the traditional board games like &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Cluedo"  target="_blank"  title="Cluedo">Cludeo</a></strong></em>&quot; (a personal favourite), chess, draughts, &quot;<em>monopoly</em>&quot;, &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Snakes_and_ladders"  target="_blank"  title="Snakes and Ladders">snakes and ladders</a></strong></em>&quot; (another favourite) which I played with friends and family - so the socialisation of game playing became an important aspect for me. I was very keen (and still am) on &quot;<em><strong><a href="http://www.toptrumps.com/"  target="_blank"  title="Planet Top Trumps">Top Trumps</a></strong></em>&quot; and other card games like poker, 21 and cribbage.</p><p>By the time I reached my teens, this would be the 1980s&nbsp;with the advent of the arcade games, like &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Pac-Man"  target="_blank"  title="Pac Man">Pac Man</a></em></strong>&quot; (another favourite), &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Asteroids_(computer_game)"  target="_blank"  title="Asteroids">Asteroids</a></em></strong>&quot; and &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Breakout_(arcade_game)"  target="_blank"  title="Breakout">Breakout</a></strong></em>&quot;&nbsp;and some of the earlier computer games. I owned a <strong><a href="http://www.childofthe1980s.com/2008/10/15/binatone-tv-master/"  target="_blank"  title="Binatone TV Master">Binatone TV Master</a></strong> that played a number of rudimentary games like &quot;Pong&quot; and &quot;Tennis&quot;, this was later superceded with an <strong><a href="http://en.wikipedia.org/wiki/Acorn_Electron"  target="_blank"  title="Acorn Electron">Acorn Electron</a></strong> which ran a version of&nbsp;<a href="http://en.wikipedia.org/wiki/BBC_BASIC"  target="_blank"  title="BBC BASIC"><strong>BBC BASIC</strong></a>&nbsp;and allowed me to play such games as &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Repton_(computer_game)"  target="_blank"  title="Repton">Repton</a></em></strong>&quot; and the near legendary &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Elite_(computer_game)"  target="_blank"  title="Elite">Elite</a></em></strong>&quot; which made use of wireframe technology and was one of the first games to make use of the &quot;back story&quot; in the form of a mini novel. At college, I had become hooked on the game version of Douglas Adams' &quot;<strong><em><a href="http://www.bbc.co.uk/radio4/hitchhikers/game.shtml"  target="_blank"  title="The Hitch-Hikers Guide to the Galaxy game">The Hitch-Hikers Guide to the Galaxy</a></em></strong>&quot;, which was a text-based role playing game (it has since been updated by a friend of mine who went to the same college and was a collaborator of Douglas Adams).</p><p>However, these early games soon lost their appeal on me as that all important socialisation factor was missing - while some people could be engaged with the competitive nature of trying to beat the computer it lacked the camaraderie. I became aware of&nbsp;the <strong><a href="http://en.wikipedia.org/wiki/Role_playing_game"  target="_blank"  title="Role Playing Game">role playing game</a></strong>&nbsp;genre or RPG that involved creating characters and becoming them to be able&nbsp;to perform a range a series of tasks or activites usually within fantastical settings that required creativity, imagination and team work. The&nbsp;RPG that I enjoyed the most was based upon H.P. Lovecraft's stories and was called &quot;<em><strong><a href="http://www.chaosium.com/"  target="_blank"  title="Chaosium Inc.">Call of Cthulhu</a></strong></em>&quot;.&nbsp;What struck me the most about this game was the narratory skills of &quot;The Keeper&quot; which, if played well, was atmospheric and damn-right scary - here you were completely immersed with the story and the character which you are playing. Whilst there were a load of game-based resources for this game, I had preferred to create my own &quot;<em>Call of Cthulhu</em>&quot; scenarios inspired by the&nbsp;works of Lovecraft, Poe, Conan Doyle, Christie&nbsp;and such like - if only the Internet was available at the time.</p><p>In the mid 1990s which saw the rise of the Internet within the Higher Education sector, I had developed a SF / murder mystery game called &quot;<em>Murder on the Aurora</em>&quot; which was developed using HTML and Javascript and was created to help new users to the World Wide Web get to grips with this new, emergent technology.</p><p>Whilst I don't own a Wii, X-box or any of the PlayStation variants, I have become interested in the <strong><a href="http://en.wikipedia.org/wiki/Alternate_reality_game"  target="_blank"  title="Alternate Reality Game">alternate reality game</a></strong> or ARG phenomena which have been made popular by TV shows like &quot;Lost&quot;, &quot;Spooks&quot;, &quot;Heroes&quot; and &quot;Torchwood - again, this plays heavily on story telling and having the gamer to &quot;live out&quot; the role.</p><p>That's my &quot;back story&quot;, so let the adventure begin...</p>]]></description>
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