Abstract
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research-including possibility spaces, expressive range analysis, and generative pipelines-to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.
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CITATION STYLE
Guzdial, M., Acharya, D., Kreminski, M., Cook, M., Eladhari, M., Liapis, A., & Sullivan, A. (2020). Tabletop Roleplaying Games as Procedural Content Generators. In ACM International Conference Proceeding Series. Association for Computing Machinery. https://doi.org/10.1145/3402942.3409605
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