Quests: Design, Theory, and History in Games and Narratives
<table><tr><td valign="top"></td><td>Quests: Design, Theory, and History in Games and Narratives [A K Peters Ltd]
by Jeffrey Howard
Release Date: 2008-02-26
Amazon Price: <strike>$45.00</strike> $39.45 as of 03/07/2008 09:45:03 AM PST
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Hmm... No description on this one, but it sounded interesting, so I did a little search. I found an article that seems to be posted by the author. From what I read, this is a book about quest systems in computer RPGs. Nonetheless, it might be a good read, particularly if you do any NWN(2) module creation.
Link to the article (warning, dry reading): http://www.digitalhumanities.org/dhq.../1/000002.html
Originally Posted by Jeff Howard on digitalhumanities.org
Coming from the video game industry, I can say that there are a great number of books on design, and many of them can be relevant to adventure design even for the paper world. To be honest, I think this is a very unexplored area for paper gaming, which is sad considering how long it's been around.
Nobody really puts out books that talk about game design theory and ideas for GM's; or I've missed it when they did. I've seen books to help (World Builder's Guidebook for instance), but they really don't teach people game theory ideas and core understandings of narrative and what makes something 'work' from the buy in level.
It's usually another book of charts to help you make random decisions instead of an exploration of how to use game theory for your game, or a breakdown of adventure design into the core storytelling concepts that actually drive it.
I'd think that there is money in such things, but I'm crazy eh?
I've read a couple books on how to write books that have helped my more than anything about designing RPG worlds or adventures.
Game Theory is kinda fad right now started by Bungie Studios to perfect their Halo 3 product. Who knows if it will stick around...
You are right Farcaster...the excerpt is very dry and I nearly didn't finish it.