A Preliminary Geography of the (Mega)Dungeon Spatial Practice and Tabletop Role-Playing Games

Asa Roast
{"title":"A Preliminary Geography of the (Mega)Dungeon Spatial Practice and Tabletop Role-Playing Games","authors":"Asa Roast","doi":"10.30687/mag/2724-3923/2023/02/002","DOIUrl":null,"url":null,"abstract":"The dungeon and megadungeon are imagined spaces of a complex and interconnected network that emerged in fantasy tabletop role-playing games (TTRPGs) from the 1970s. As a space distinctive to early TTRPGs it is characterised by asymmetry between the dungeon as an object of design, and the dungeon as a practice of play. The discourse of games manuals, independent publications and blogs emerging from the TTRPG scene tracks the origins and evolution of these procedural and labyrinthine spaces, and the distinct spatiality of the megadungeon as a geographical object. The space of the megadungeon can be mapped onto a Lefebvrian triad of spatial production: it exists as a representation of space produced by a dungeon master or algorithmic generation that forms an infrastructure of play; it exists as a spatial practice emerging out of the unique experience of players traversing the megadungeon; and it forms a space of representation by seeking to imagine the megadungeon as a living fictional world, intersecting with the assumptions about spatial norms and relations originating in tropes of fantasy fiction. Surveying these trends in conversation with recent insights from human geography illustrates the distinct spatiality of the megadungeon that is derived from its origins in TTRPG play. This brings forward important questions for the utility of the megadungeon as a metaphor for digital media ecologies, and asks whether the metaphor could be extended to enrich conceptual debates in human geography.","PeriodicalId":506971,"journal":{"name":"MEGADUNGEON","volume":"57 5","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"MEGADUNGEON","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30687/mag/2724-3923/2023/02/002","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The dungeon and megadungeon are imagined spaces of a complex and interconnected network that emerged in fantasy tabletop role-playing games (TTRPGs) from the 1970s. As a space distinctive to early TTRPGs it is characterised by asymmetry between the dungeon as an object of design, and the dungeon as a practice of play. The discourse of games manuals, independent publications and blogs emerging from the TTRPG scene tracks the origins and evolution of these procedural and labyrinthine spaces, and the distinct spatiality of the megadungeon as a geographical object. The space of the megadungeon can be mapped onto a Lefebvrian triad of spatial production: it exists as a representation of space produced by a dungeon master or algorithmic generation that forms an infrastructure of play; it exists as a spatial practice emerging out of the unique experience of players traversing the megadungeon; and it forms a space of representation by seeking to imagine the megadungeon as a living fictional world, intersecting with the assumptions about spatial norms and relations originating in tropes of fantasy fiction. Surveying these trends in conversation with recent insights from human geography illustrates the distinct spatiality of the megadungeon that is derived from its origins in TTRPG play. This brings forward important questions for the utility of the megadungeon as a metaphor for digital media ecologies, and asks whether the metaphor could be extended to enrich conceptual debates in human geography.
巨型)地下城空间实践与桌面角色扮演游戏的初步地理学研究
地牢和巨型地牢是 20 世纪 70 年代在奇幻桌面角色扮演游戏(TTRPG)中出现的复杂而相互关联的网络空间。作为早期 TTRPG 游戏的独特空间,它的特点是作为设计对象的地下城和作为游戏实践的地下城之间的不对称。游戏手册、独立出版物和博客中出现的 TTRPG 场景追踪了这些程序化和迷宫式空间的起源和演变,以及巨型地下城作为地理对象的独特空间性。巨型地下城的空间可以映射为勒菲弗里特空间生产的三要素:它作为由地下城主或算法生成的空间表征而存在,形成了游戏的基础设施;它作为一种空间实践而存在,从玩家穿越巨型地下城的独特体验中产生;它通过寻求将巨型地下城想象为一个活生生的虚构世界而形成了表征空间,与奇幻小说套路中关于空间规范和关系的假设相交织。将这些趋势与人文地理学的最新见解结合起来进行研究,可以说明巨型地下城的独特空间性源自其在 TTRPG 游戏中的起源。这就提出了巨型地下城作为数字媒体生态隐喻的实用性的重要问题,并询问是否可以扩展该隐喻以丰富人文地理学的概念辩论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信