first person
From the Basement to the Basic Set: The Early Years of Dungeons & Dragons
Erik Mona takes a first step toward measuring the cultural impact of Gygax and Arneson's Dungeons & Dragons by providing a pocket history of the game's generation and evolution. Mona explains the addition of character development as a game goal - the innovation that distinguishes D&D from its predecessors, and started the role-playing revolution.
Narrative Structure and Creative Tension in Call of Cthulhu
Kenneth Hite argues that the long-running, H.P. Lovecraft-inspired Call of Cthulhu franchise differs from traditional tabletop role-playing in its focus on suspense rather than character growth. Hite's analysis suggests that in its origins and emphasis on narrative structure Cthulhu is a highly literary game.
Playing with the Mythos
Van Leavenworth, in his response to Hite, delves more deeply into Cthulhu's literariness, in particular the "large adventure book 'footprint'" of the series. He contends that the Lovecraft mythos provides a framework for the generation of narratives that - unlike many RPG stories - hold up beyond the game-play session.
On Character Creation in Everway
Jonathan Tweet explains how, unlike highly narratively structured games such as The Call of Cthulhu, the free-form, character-focused Everway includes a matrix that allows for the creation of coherent characters and productively constrains the otherwise open-ended game-play.
On “The Haunted House”
Keith Herber discusses how in his "Haunted House" scenario for Call of Cthulhu, characters are driven insane by their attempt to unravel the game's mysteries. Herber's explanation distinguishes his work from many other role-playing games in which the goal is to develop characters and acquire power and/or wealth. In contrast, characters in Herber's scenario are rewarded with mental instability.
Limiting the Creative Agenda: Restrictive Assumptions In Chaosium’s Call of Cthulhu
David Alger responds to Herber by disagreeing with the latter's claim that narrative trumps game-play in the Cthulhu "Haunted House" scenario, stressing that even the most narratively driven games still must be playable in order to be games.
My Life with Master: The Architecture of Protagonism
Paul Czege explains that he aimed for My Life with Master to be an engine for story creation rather than just another variation on the traditional role-playing game system.
Privileging Language: The Text in Electronic Writing
Now that the First Person essay collection is complete and the case has been made for computer games as a form of narrative, Brian Kim Stefans asks the fundamental questions - concerning what can be read as literature, and what really cannot.
First Person, Games, and the Place of Electronic Literature
Scott Rettberg, responding to "The Pixel/The Line" (section 4 of First Person) wonders whether electronic writing isn't evolving into a subspecies of electronic art, one that uses words as material, 'just as sculptors use clay.'
John Cayley’s response
"Playing with play," John Cayley sets ludology on an even playing field with literature, but without literary scholarship's over-reliance on 'story,' 'closure,' and 'pleasure.'