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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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