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Index
Cover
Contents
Series Foreword
Acknowledgments
A Note on Sources
Introduction
1 The Two Cultures
The Legacy of Wargaming
Gaming as Characters
Collective Authorship
Early Perceptions of Difference
2 How to Play
Wishful Thinking
Deciding for You
Resolution
3 Designing for Role Play
Self-Determination
Ethical Calculus
Personal Goals
4 The Role of the Referee
Steering a Story
Destiny’s Mark
Unsupervised Adventure
Intermezzo: Transcending Design
5 Toward a Philosophy
Wargamers Counterattack
Definitions and Controversies
Simbalist’s Paradoxes
The Generation Gap
Just a Game?
6 Maturity
The Blacow Model
Applying the Model
Starting from Scratch
Invisible Systems
The Elusive Shift
Epilogue
Notes
Bibliography
Index
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