first person
On And Then There Were None
Lee Sheldon describes his playable adaptation of Agatha Christie's And Then There Were None, which relies on his invention of a "suspicion meter" to quantify and track the player's interaction with - and assessments of - NPCs (non-player characters).
Between Acting and Narrating: Editors’ Introduction to “Tabletop Systems”
The electronic release of Second Person starts with a number of essays on tabletop role-playing. Most of these consider the entanglement of play and narrative in a variety of game systems, from the highly controlled to the largely open-ended.
One Story, Many Media
Kevin Wilson describes his methodology of boiling a franchise down to its core elements and weighing the differences among media when translating games from medium to medium.
On Mystery of the Abbey
Bruno Faidutti begins with the controversial premise that "[e]very game tells a story," in his description of how he uses literary techniques to enhance gameplay - even in non-RPG systems such as board games, which don't traditionally include a story.
Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden
Eric Zimmerman describes his interactive paper book as "an inverted exquisite corpse," and although a digital version of the book would be easy to produce, he argues that an electronic edition would not produce as meaningful an experience as the printed volume.
On Life’s Lottery
Kim Newman describes various methods of approaching his choose-your-own-adventure-style novel, which can be read or played because, like a role-playing game, "you are at once a reader and the main character."
Structure and Meaning in Role-Playing Game Design
Using Exalted as her text, Rebecca Borgstrom begins with the premises that every role-playing game requires a setting, and that to establish a fictional world players work within a mutually agreed upon structure to construct meaning.
Making Games That Make Stories
James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.
Storytelling Games as a Creative Medium
Will Hindmarch contests Greg Costikyan's challenge to the idea that "games have something to do with stories" by contending that "storytelling games reconcile the theoretically antithetical relationship between their two halves - story and game."
Games, Storytelling, and Breaking the String
Greg Costikyan revisits the narrative versus game-play debate that continues to be a staple of both Game Studies and Game Design. He presents a spectrum that ranges from game-focused forms to narrative-centric models, and suggests that free-form role-playing may be the most desireable marriage of narrative and game-play.