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  1. The second essential aspect is that you must create material that is to be interacted with in order to facilitate play. It is difficult and near impossible to use content that is completely created on the fly during gameplay. Creating material prior not only allows you to have a intuite understanding of what interactions can occur but also allow you to better communicate to the players what they may interact with. Fortunately, there is a great deal of meta-content previously created for Tabletop RPG's which allows for material which can easily result in emergent narrative through gameplay. The fundemental construct of such meta-content is a dungeon which is an explorable composite of dynamic elements which can be interacted with by the abstraction of resource management. While that sentence may seem confusing a breakdown of those word may be insightful, especially so using the demon and three doors presented in the 1st excercise.
  2. explorable composite: This is the content that is engaged with in a tabletop RPG, both the content in plain sight and the occult content which is revealed by feedback.
  3. In our previous excercise this is the first room, the three doors, and the contents behind them
  4. dynamic elements: This refers to elements found within the explorable composite which may change through interaction with them. In our previous excercise this is the choice forced by the demon.
  5. which can be interacted with: This refers to things which may change through the meaningful choices made by the players. In our previous excercise this is your hunger being abated or your skin being set on fire.
  6. the abstraction of resource management: This refers to the game elements within the Tabletop RPG. In our previous excercise this is the single choice you are allowed to make by the result possibly killing you and preventing further door openings.
  7.  
  8. In a Tabletop RPG, the last word refers to the fact that there are elements of chance. These are usually abstractions to things which are complex in real life, but for the sake of a game are reduced to a dice roll. These dice rolls are goverened by mechanics within the game system and are essentially wagering resources you characters possess in order to gain new ones. These resources can be a variety of things, in our previous excercise this was the single choice you make. In a game, these resources are the mechanical aspects of your character used by the game system. The most common resource is a Tabletop RPG is HP or hitpoints, these represent your characters state of not death. The players in an RPG fundementally gamble their resources to achieve a goal, and in many that gamble is their hit-points in combat. These resources can be a wide range of things like fuel for a spaceship or batteries in a flashlight. These resources are diminished as the characters make more choices and lose gambles, but may return through means like resupply or rest. While it is possible to track the fuel in a spaceship near realistically, this often presents limitations on gameplay and is instead abstracted to be simpler. This abstraction allows the facilitation of play. As resources are lost the character's ability to interact with the dynamic elements is diminished, by both a lessened amount of resources to gamble and by the fail state of the game when their resources are all lost.
  9.  
  10. Dungeons have been a staple in Tabletop RPG's the first of which were designed with them as the central locus. In these games these were literal dungeons, dark and dangerous places beneath the earth filled with treasure. Players took the role (hence role-playing) of treasure hunters seeking to plunder the depths who would enter these dungeons. The most well known of these early RPG's published even bears their name "Dungeons and Dragons". These RPG's were designed around the idea of dungeon exploration and the feedback loop within them is designed to mechanically reinforce the exploration of the dungeon. Analysis of Dungeons and Dragons, in our study the 1977 Basic edition, would then allow an understanding of the feedback loops and mechanics of dungeons.
  11.  
  12. Excercise 2:
  13. We have established that 1977 Basic Dungeons and Dragons was about tomb raiders weilding torchlight who would enter dark places full of traps, risking life and limb, in an attempt to plunder their contents. From the previous sentence, please identify the following in the space below: Role assumed by Players, Resource gambled, Success state, and Fail state
  14. *Blank Space*
  15. -Grading-
  16. Failing: Two or more elements misidentified
  17. Barely Competent: Only one element misidentified
  18. Satisfactory: Correct identification of all elements
  19. -Answers-
  20. Role assumed by Players: Tomb Raiders
  21. Resource gambled: Life and Limb
  22. Success state: Possessing Treasure
  23. Fail state: Death and Mutilation
  24.  
  25. Excercise 3:
  26. Recall Excercise 1 where under the servitude of the demon, you blind friend is forced to pick a door. Please identify the following in the space below: Resource gambled, Success state, and Fail state
  27. *Blank Space*
  28. -Grading-
  29. Failing: Two or more elements misidentified
  30. Barely Competent: Only one element misidentified
  31. Satisfactory: Correct identification of all elements
  32. -Answers-
  33. Resource gambled: Life
  34. Success state: Delicious Cake
  35. Fail state: Burning Death
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