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	<title>Storytelling - Ludogogy</title>
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	<link>https://ludogogy.professorgame.com</link>
	<description>Games-based learning. Gamification. Playful Design</description>
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	<title>Storytelling - Ludogogy</title>
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	<item>
		<title>Jenna Moran on Writing</title>
		<link>https://ludogogy.professorgame.com/jenna-moran-on-writing/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=jenna-moran-on-writing</link>
					<comments>https://ludogogy.professorgame.com/jenna-moran-on-writing/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 29 Mar 2024 13:04:47 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[writing]]></category>
		<category><![CDATA[Jenna Moran]]></category>
		<category><![CDATA[The Far Roofs]]></category>
		<category><![CDATA[Hitherby Dragons]]></category>
		<category><![CDATA[Nobilis]]></category>
		<category><![CDATA[Ex Machina]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[RPG]]></category>
		<guid isPermaLink="false">https://ludogogy.professorgame.com/?p=8990</guid>

					<description><![CDATA[<p>Jenna Moran is an RPG designer and novelist renowned for her innovative contributions to games and writing. Join us for a fascinating discussion on her journey in RPGs and storytelling.</p>
<p>
<iframe src="https://embed.acast.com/634724a07583ef001191701b/6606837d53b2df00165f6caa?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/jenna-moran-on-writing/" title="Jenna Moran on Writing">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/jenna-moran-on-writing/">Jenna Moran on Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Jenna Moran is an RPG designer and novelist renowned for her innovative contributions to games and writing. Her work has ranged from authoring sourcebooks for existing games to creating whole new game universes. Jenna’s games include &#8220;Chuubo&#8217;s Marvellous Wish-granting Machine”, “Ex Machina”, and “Nobilis”, a diceless game that earned her the Diana Jones Award in 2003. Beyond games, she wrote the &#8220;Hitherby Dragons&#8221; continuous story blog and has written several novels set in the &#8220;Nobilis&#8221; and &#8220;Hitherby Dragons&#8221; universes. Join us for a fascinating discussion on her journey in RPGs and storytelling.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/6606837d53b2df00165f6caa?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>More about Jenna on <a href="https://ninuan.org" title="ninuan.org" rel="noopener" target="_blank">ninuan.org</a>. Remember to <a href="https://www.kickstarter.com/projects/jennamoran/the-far-roofs" title="The Far Roofs" rel="noopener" target="_blank">support &#8220;The Far Roofs&#8221; on Kickstarter</a>!</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/jenna-moran-on-writing/">Jenna Moran on Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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			</item>
		<item>
		<title>Jason Morningstar on Jamming</title>
		<link>https://ludogogy.professorgame.com/jason-morningstar-on-jamming/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=jason-morningstar-on-jamming</link>
					<comments>https://ludogogy.professorgame.com/jason-morningstar-on-jamming/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 15 Dec 2023 12:00:52 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[TTRPG]]></category>
		<category><![CDATA[Jason]]></category>
		<category><![CDATA[Morningstar]]></category>
		<category><![CDATA[Fiasco]]></category>
		<category><![CDATA[Desperation]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[RPG]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8880</guid>

					<description><![CDATA[<p>Join us for an exciting episode on jamming, with none other than the award winning Jason Morningstar, a master of compelling and unpredictable narratives, who has redefined storytelling in games!</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/657b7e375431560017dd2cdf?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/jason-morningstar-on-jamming/" title="Jason Morningstar on Jamming">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/jason-morningstar-on-jamming/">Jason Morningstar on Jamming</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Welcome to December&#8217;s episode, where we&#8217;re thrilled to host Jason Morningstar, a luminary in the world of tabletop RPGs. Best known for the groundbreaking &#8216;Fiasco,&#8217; Jason is a master of crafting narratives as compelling as they are unpredictable. His work, often blending dark humour with deep emotional resonance, has redefined storytelling in gaming. An advocate for accessible game design, Jason invites players, both experienced and new to RPGs, into unique, often unexplored worlds. Join us and this innovative designer as we explore his journey in reshaping modern role-playing games.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/657b7e375431560017dd2cdf?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>More about Jason on <a href="https://bullypulpitgames.com" title="Bully Pulpit Games" rel="noopener" target="_blank">Bully Pulpit Games</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/jason-morningstar-on-jamming/">Jason Morningstar on Jamming</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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			</item>
		<item>
		<title>Rae Nedjadi on Identity</title>
		<link>https://ludogogy.professorgame.com/rae-nedjadi-on-identity/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=rae-nedjadi-on-identity</link>
					<comments>https://ludogogy.professorgame.com/rae-nedjadi-on-identity/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Sat, 18 Nov 2023 09:26:24 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[Our Hunt]]></category>
		<category><![CDATA[BALIKBAYAN]]></category>
		<category><![CDATA[TTRPG]]></category>
		<category><![CDATA[Apocalypse Keys]]></category>
		<category><![CDATA[Identity]]></category>
		<category><![CDATA[tarot]]></category>
		<category><![CDATA[ritual]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[transformative]]></category>
		<category><![CDATA[queer]]></category>
		<category><![CDATA[Rae Nedjadi]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8809</guid>

					<description><![CDATA[<p>Rae Nedjadi is a renowned TTRPG designer and creator of dozens of innovative play experiences. Tune in and discover why Rae is the game designers’ game designer!</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/655882e1eddaaa00122a0e6e?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/rae-nedjadi-on-identity/" title="Rae Nedjadi on Identity">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/rae-nedjadi-on-identity/">Rae Nedjadi on Identity</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>In this month’s episode of the Ludogogy podcast, we’re talking to the guest most requested by our previous guests, who should know a thing or two about great game design! Helping us to explore the theme of ‘Identity’ is Rae Nedjadi, renowned TTRPG designer and creator of such games as BALIKBAYAN, Apocalypse Keys and Our Haunt, but whose back catalogue also includes dozens of other innovative play experiences, using resources like tarot cards, or framing play as ritual, for example. What all these diverse games have in common, though, is a rich vein of storytelling and belief in the transformative power of play. Tune in and discover why Rae is the game designers’ game designer!</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/655882e1eddaaa00122a0e6e?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>More about Rae on <a href="https://www.swordqueengames.com" title="Sword Queen Games" rel="noopener" target="_blank">Sword Queen Games</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/rae-nedjadi-on-identity/">Rae Nedjadi on Identity</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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			</item>
		<item>
		<title>Evan Raskob on Speculation</title>
		<link>https://ludogogy.professorgame.com/evan-raskob-on-speculation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=evan-raskob-on-speculation</link>
					<comments>https://ludogogy.professorgame.com/evan-raskob-on-speculation/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 22 Sep 2023 16:32:03 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Futurism]]></category>
		<category><![CDATA[Cards]]></category>
		<category><![CDATA[Evan Raskob]]></category>
		<category><![CDATA[speculation]]></category>
		<category><![CDATA[Peek]]></category>
		<category><![CDATA[Storytelling]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8736</guid>

					<description><![CDATA[<p>Narrative imagination is a powerful tool for people to innovate and speculate on what might be possible. Listen in as Evan Raskob explains this and tells us what he has learned from designing games like Peek, his very own speculative fiction game.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/650dc04a3d43bb0011474437?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/evan-raskob-on-speculation/" title="Evan Raskob on Speculation">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/evan-raskob-on-speculation/">Evan Raskob on Speculation</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Cards have traditionally been used to look into the future, and Cartomancy &#8211; using decks like the tarot or Lenormand &#8211; or even playing cards was incredibly popular in the 19th century. For a more modern take on this, without the supernatural connotations, we can look to games like Peek &#8211; created by our guest, Evan Raskob. The future does not yet exist, so the stories we tell ourselves about it are very important &#8211; because they can inform what actually happens. “Where attention goes, energy flows”, as they say. Narrative imagination is a powerful tool for people to innovate and speculate on what might be possible. Listen in as Evan explains this and tells us what he has learned from designing games.</p>
<p><iframe loading="lazy" src="https://embed.acast.com/634724a07583ef001191701b/650dc04a3d43bb0011474437?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>You can find more about Peek, Evan&#8217;s speculative fiction card game, on <a href="http://spoke.flkr.com/" title="Peek" rel="noopener" target="_blank">spoke.flkr.com</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/evan-raskob-on-speculation/">Evan Raskob on Speculation</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<item>
		<title>A Philosopher’s Note on the Idea of Role Play</title>
		<link>https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-philosophers-note-on-the-idea-of-role-play</link>
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		<dc:creator><![CDATA[Robert Rowland Smith]]></dc:creator>
		<pubDate>Mon, 07 Aug 2023 12:37:23 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Player Experience]]></category>
		<category><![CDATA[RPG]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8698</guid>

					<description><![CDATA[<p>What unites role-play, playing a role, and acting in a play? They all require the self or the real person to stand aside, (to) become temporarily invisible. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/" title="A Philosopher’s Note on the Idea of Role Play">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/">A Philosopher’s Note on the Idea of Role Play</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>What does it mean to ‘role play’? Is it the same as ‘to play a role’? What is involved in them both, and why is it important?</p>



<p>When we talk about ‘role play’ we generally refer to taking on an identity for a brief period:</p>



<ol class="wp-block-list">
<li>We can <strong><a href="https://ludogogy.co.uk/a-brief-history-of-role-playing-games/" target="_blank" rel="noopener" title="A Brief History of Role Playing Games">role-play</a></strong> in a parlour game or board game where we adopt a persona in accordance with the rules.</li>



<li>We can role-play for the purposes of learning &#8211; you play a French shopkeeper so I can practice my French &#8211; or testing a scenario &#8211; I’ll be an investor while you pitch your business idea.</li>



<li>There is also ‘role play’ for the sake of acting out a sexual fantasy.</li>
</ol>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>All three varieties of role play seem short-lived or in-the-moment activities, none to be taken too seriously.</p>



<p>‘Playing a role’, meanwhile, points at something more sustained. To ‘play the role of king’, for example, would extend for the length of a reign. That’s not a passing bit of role play. To ‘play the role of peacemaker’ might not last so long, but still suggests a greater and more serious investment of effort than ‘role play’ implies. The ‘peacemaker’ might also be the role that you default to in your family, for example, so that although the role never lasts long as an event, it is a position to which you often return.</p>



<p>Lying somewhere between ‘role play’ and ‘playing a role’ in life, is the idea of playing a role as an actor in a play. The play might be over in two or three hours, and yet the role is embraced with intent and commitment. To act in a play is to embark on something more serious than role-playing, but less serious than playing the role of peacemaker in your family on a recurring basis.</p>



<p>Despite the differences, however, there is something that unites role-play, playing a role, and acting in a play. They all require the self or the real person to stand aside, be suspended or become temporarily invisible. As with the wearing of a mask in some traditional drama, the true features are hidden while those of the character are put on display. The role comes to the fore; the self retreats or even disappears into the background.</p>



<p>The degree of disappearance varies. At one end of the spectrum, the true self is scarcely hidden at all. When a friend does an impression of a famous person &#8211; which is an everyday example of role-play &#8211; we don’t really lose sight of our friend in the process. We know it’s them even as their voice and mannerisms are momentarily altered. At the other end of the spectrum, there is method acting, whereby the actor becomes so consumed by their character that we might forget who the actor is. At the very extreme, we could cite cases in which an individual appears to be operated by forces beyond their control, as with speaking in tongues, diabolic possession, channeling, mediumship and automatic writing.</p>



<p>Even if the degree of reduction along that spectrum varies, the ‘self’ is always reduced when there is a role to take on. Philosophically speaking, this reducing of the self is notable because we tend to think of the self as the most essential thing about us. The self is the centre of who we are, the seat of our consciousness, the locus of all our experience, the sole entity to which each of us is identical. And so the fact that, during role play or the playing of a role, this essential and inalienable thing that we call the self can be fairly easily dimmed or switched off, suggests that the self might not be so essential or inalienable after all.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>The point is that our ability to take on a role, however fleetingly, implies that the self is no more intrinsic to us than the role for which the self has made space. Perhaps the self is another kind of role. Our reliance on it, and its persistence, create the illusion of the self being inherent to us, but reliance and persistence are merely empirical qualities. Perhaps we ought to think of the self as a role with no self behind or beneath it.</p><p>The post <a href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/">A Philosopher’s Note on the Idea of Role Play</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Roll for Change: RPG Mechanics &#038; Wicked Problems</title>
		<link>https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=roll-for-change-rpg-mechanics-wicked-problems</link>
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		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Thu, 03 Aug 2023 16:50:12 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Complexity]]></category>
		<category><![CDATA[Systems Thinking]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8684</guid>

					<description><![CDATA[<p>An unconventional yet promising approach to tackle 'wicked' systemic issues, like climate change and inequality, is to use tabletop Role-Playing Games (RPGs). <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/" title="Roll for Change: RPG Mechanics &#038; Wicked Problems">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/">Roll for Change: RPG Mechanics & Wicked Problems</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>&#8216;Wicked&#8217; systemic issues, such as climate change, organisational culture, societal inequality, and diversity challenges, pose some of the most complex problems facing us today. These multifaceted issues, interwoven with a variety of global social, economic, and political systems, necessitate an innovative approach in their comprehension and resolution. One such unconventional yet promising approach is the use of tabletop Role-Playing Games (RPGs). The mechanics of these games can be harnessed to design learning programmes that provide nuanced understanding and engagement with these problems.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">The History of RPGs</h3>



<p><strong><a href="https://ludogogy.co.uk/a-brief-history-of-role-playing-games/" target="_blank" rel="noopener">Tabletop RPGs</a> </strong>have a rich history, beginning with classics like Dungeons &amp; Dragons (D&amp;D), and evolving with new systems such as <a href="https://ludogogy.co.uk/learning-powered-by-the-apocalypse/" target="_blank" rel="noopener"><strong>Powered by the Apocalypse (PbtA), Belonging Outside Belonging, and Wretched &amp; Alone</strong></a>. These games invite players to create characters, navigate intricate narratives, and address complex problems.</p>



<p>The experience is immersive and personal, fostering strategic thinking, cooperation, and empathy among players. These characteristics make such games ideal tools for exploring the complexity, ambiguity and, often, the lack of a clear ‘win-state’ which come with real-life ‘wicked’ problems.</p>



<p>Although traditionally, RPGs have focused on high-fantasy or Sci-Fi themes and have involved combat scenarios, the systems and narrative themes are largely independent of each other, allowing the mechanics of such games to be applied to any theme or narrative. Indeed, more modern RPGs have made moves towards more personal and ‘identity’ related themes, moved away from combat (and toned down the fantasy, or merged it with mundane reality), and made efforts to reduce the complexity of games systems, to lower the barriers to access this kind of play.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="678" height="382" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/night_witch.png" alt="A Night Witch - World War 2 Soviet airwoman" class="wp-image-8695" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/night_witch.png 678w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/night_witch-300x169.png 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></figure>
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<p>As a result, we see games such as <a href="https://buriedwithoutceremony.com/dream-apart" target="_blank" rel="noopener"><strong>Dream Apart</strong> </a>(belonging outside belonging in a Jewish shetetl in Eastern Europe), <a href="https://bullypulpitgames.com/products/night-witches" target="_blank" rel="noopener"><strong>Night Witches</strong></a> (Soviet airwomen from the Second World War) or <strong><a href="https://gregor-vuga.itch.io/sagas-of-the-icelanders" target="_blank" rel="noopener">Sagas of the Icelanders</a></strong> (the world of the sagas in Medieval Iceland). Such games are based in historical reality and culture.</p>



<p>Yet other games seek to create experiences which put you in another’s shoes. <a href="https://breathingstories.itch.io/logan" target="_blank" rel="noopener"><strong>Logan</strong> </a>is an excellent example of this – where the player rolls (and roles) their way through an alternate version of the game designer <a href="https://ludogogy.co.uk/logan-timmins-on-wellbeing/" target="_blank" rel="noopener"><strong>Logan Timmins</strong></a>’ own life.</p>



<p>Logan is a solo experience – something which is more available now than in the days when D&amp;D was the standard. But identity-based narrative is also available for groups who want to explore these themes of inner life and one&#8217;s place in the world, together, in experiences such as <strong><a href="https://buriedwithoutceremony.com/monsterhearts" target="_blank" rel="noopener">Monsterhearts</a></strong> or&nbsp;<a href="https://www.drivethrurpg.com/product/134196/Chuubos-Marvelous-WishGranting-Engine" target="_blank" rel="noopener"><strong>Chuubo&#8217;s Marvelous Wish-Granting Engine</strong></a>.</p>



<h3 class="wp-block-heading">Translating RPG Mechanics to Learning Programmes</h3>



<p>From a mechanical and system perspective, there are many aspects of RPGs which lend themselves to adaptation to ‘wicked’ scenarios and themes.</p>



<p>For instance, D&amp;D&#8217;s alignment system teaches players about moral and ethical complexities by assigning their characters a moral and ethical stance.</p>



<p>D&amp;D&#8217;s character creation system is a detailed process that encourages players to consider their character&#8217;s background, personality traits, ideals, bonds, and flaws. This system can be applied in a learning program focused on diversity and inclusion. Participants could create characters with diverse backgrounds and traits, encouraging them to step into the shoes of individuals who may have very different life experiences from their own.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="600" height="600" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/character.png" alt="RPG Character Sheet" class="wp-image-8693" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-268x268.png 268w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>There is now such a wealth of RPG systems, that if the character creation process of one does not suit your learning application, you can surely find another that will. For example, if assigning numeric values to traits and skills, as in D&amp;D, is not appropriate, then the more narrative-based character creation process of PbtA games, very well might be.</p>



<p>Additionally, <a href="https://ludogogy.co.uk/the-game-of-you-a-real-life-rpg/" target="_blank" rel="noopener"><strong>D&amp;D&#8217;s leveling up system</strong></a>, which allows characters to gain new skills and abilities as they progress, can be adapted to represent professional growth in an organisational context,or any kind of developmental ‘journey’. Participants could &#8216;level up&#8217; by acquiring new skills or knowledge or even attitudes and values, thereby reinforcing the importance of continuous learning and development.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>PbtA games, on the other hand, provide robust, flexible mechanics that can be tailored to diverse themes and settings, challenging players to navigate complex systems and scenarios. For example, in <a href="https://www.drivethrurpg.com/product/171286/The-Sprawl----MIDNIGHT" target="_blank" rel="noopener"><strong>The Sprawl</strong></a>, a PbtA game centered around futuristic corporate espionage, the mechanic of &#8216;missions&#8217; can be adapted to learning programmes, projects or even causes (such as tackling poverty or climate impacts). Participants could be tasked with &#8216;missions&#8217; that involve navigating a complex environments and tasks, reinforcing the importance of strategic planning and collaboration.</p>



<p>Skill checks, another RPG mechanic, require players to understand the interactions of various systems to make strategic decisions. This mechanic can be mirrored in programmes designed to address wicked problems such as climate change. For example, learners could &#8216;roll&#8217; to see the effect of certain environmental decisions, helping them understand the interconnectedness of environmental systems and the far-reaching consequences of their actions.</p>



<p>Another key mechanic, cooperative problem-solving, encourages players to work together towards a common goal, reinforcing the value of teamwork and collective decision-making. This can be translated into learning programs to emphasise the importance of collaboration in addressing societal inequality, or other issues. For example, a scenario could be designed where learners, representing different strata of society, have to collaborate to bridge socio-economic gaps and improve societal welfare. The fact that most of the game systems are ‘theme-agnostic’ opens up a wealth of possibilities to tackle more or less any scenario you wish.</p>



<h3 class="wp-block-heading">The Benefits and Challenges of Using RPGs in Learning</h3>



<p>The use of RPG mechanics in learning programmes brings several benefits. It boosts engagement levels, encourages innovative thinking, and fosters empathy among learners. However, the challenges are also considerable. Acceptance, particularly among those unfamiliar with RPGs, implementation complexity, and time management can be potential hurdles.</p>



<p>To mitigate these challenges, it&#8217;s crucial to introduce RPG mechanics in a gradual, comprehensible manner, ensuring that all participants are comfortable with this unique learning approach. This could involve beginner-friendly sessions and pre-game workshops to familiarize participants with the mechanics, and using simplified RPG systems to start.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="678" height="382" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/gamers.png" alt="Tabletop game players" class="wp-image-8694" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/gamers.png 678w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/gamers-300x169.png 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></figure>
</div>


<p>The newer, often independently published, RPGs, are an excellent resource to go to find inspiration for creating simpler RPG experiences. Many of these have deliberately sought to lower the player overhead in the learning OF the game, which from a learning perspective enables us to more quickly get to the point of learning FROM the game.</p>



<p>In comparison with the hefty manuals and endless tables of stats associated with RPGs like D&amp;D, many of these games are expressed very briefly – sometimes on as little as a single page, and yet with carefully thought-out mechanics are able to create rich and impactful experiences for players.</p>



<p><a href="https://itch.io/physical-games/tag-ttrpg" target="_blank" rel="noopener"><strong>Itch.io</strong></a> is a site well-worth getting to know if you want to dig up some inspirational indie gems.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Takeaways</h3>



<p>The vast, interactive world of RPGs offers exciting opportunities for learning and development professionals. RPG mechanics can be a valuable tool in our quest to understand and address &#8216;wicked&#8217; systemic issues. However, RPGs are not a panacea; they represent one among many innovative solutions. The path forward lies in continually pushing the boundaries of games-based learning, seeking new and imaginative ways to engage learners and equip them with the skills and knowledge they need to tackle our world&#8217;s most pressing problems.</p><p>The post <a href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/">Roll for Change: RPG Mechanics & Wicked Problems</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Learning with the Fantastic and Fabulous</title>
		<link>https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=learning-with-the-fantastic-and-fabulous</link>
					<comments>https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Wed, 05 Jul 2023 16:52:34 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Worldbuilding]]></category>
		<category><![CDATA[Facilitation]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8601</guid>

					<description><![CDATA[<p>Come explore the Fantastic and Fabulous in Learning and Facilitation and discover the answer to the most important question of all</p>
<p>“And then what happened” <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/" title="Learning with the Fantastic and Fabulous">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/">Learning with the Fantastic and Fabulous</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>“Man is the storytelling animal &#8211; the only creature on earth that told itself stories to understand what kind of creature it was. The story was his birthright, and nobody could take it away.”</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>This quote from Salman Rushdie sums up really well why stories are so engaging to us, but more than that, there is a deeper idea that we tell story not just because they are fun, or because we like them, but because we need stories to explore who and what we are &#8211; in other words stories are tools for learning</p>



<p>Even bad stories grip us. How many times have you sat through a terrible film, just because you needed to know what happened in the end (I’m hoping the answer to that is ‘at least once’, otherwise I’m going to have to face the possibility that it’s only me who does this – and that I’m maybe the only person on the planet who knows what happens at the end of Thor: The Dark World.)</p>



<p>In this article I want to explore the Fantastic and Fabulous in Learning and Facilitation and by the end of this I’m hoping you will have the answer to the most important question of all</p>



<p>“And then what happened”</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6.png" alt="A dreamy fantasy landscape" class="wp-image-8608" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>As well as being ‘the storytelling animal’ it’s also often claimed that humans are ‘Wired for God’ – that we are genetically and neurologically predisposed to spirituality</p>



<p>The jury is still out on this one, but it is certainly notable that the magical, religious and supernatural do seem to have a special place in the history of humanity’s attempts to understand, and explain the world, and explore our collective dreams and anxieties – from creation myths, to natural philosophy and alchemy, to the preponderance of UFO invasion movies in McCarthy era America, or radioactive monster movies in post-Hiroshima Japan.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>While I was preparing for a recent session on this very topic, I was struggling a bit to find the right words to explain the power for learning that I have found in fairytales, sci-fi, fantasy and tales of the supernatural. And then I bought a book, in my local charity shop – a collection of short stories, edited by Neil Gaiman and Al Sarrantonio. When I got it home, I read Gaiman’s introduction to the book</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p>“It seemed to us that the fantastic can be, can do, so much more than its detractors assume: it can illuminate the real, it can distort it, it can mask it, it can hide it. It can show you the world you know in a way that makes you realise that you’ve never looked at it, not <strong><em>looked</em> </strong>at it. G. K. Chesterton compared fantastic fiction to going on holiday – that the importance of your holiday is the moment you return, and you see the place you live through fresh eyes.”</p>
</blockquote>



<p>Finding this was perfect, not just because it gave me the words I wanted, but because the way this incident made me feel, makes, very well, the ‘wired for god’ argument.</p>



<p>I’ve read up on the neuroscience of coincidence. I know which cognitive biases are in play – but it still feels like magic when just the right thing turns up at just the right time.</p>



<p><a href="https://www.amazon.com/Stories-All-New-Tales-Neil-Gaiman/dp/0061230936?crid=3LC1UFW934YC7&amp;keywords=stories+all+new+tales&amp;qid=1688573456&amp;s=books&amp;sprefix=stories%3A+all+new+%2Cstripbooks-intl-ship%2C593&amp;sr=1-1&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=550fef6774cd9556679fb23156093d7d&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener"><strong>Stories: All New Tales is available on Amazon</strong></a></p>



<p>To our initial storytelling question, the fantastic and fabulous add a second &#8211; “What If..?”</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02.png" alt="A boardgame with a spooky fairytale castle in the centre of the board" class="wp-image-8605" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>Most of you are reading this article, in this magazine, I imagine, because you believe that games and play have something special to offer in the arena of human learning.</p>



<p>There are obvious links between games and narrative &#8211; pretty much every game, except the most abstract will have narrative elements.</p>



<p>I am here to argue that among the already ‘special’ characteristics of games and play, story stands as something even more special, and that furthermore, that the fantastic and fabulous deserves special attention even within that already noteworthy realm of story.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Both stories and games are engines for experience. They both require the participation of a human or humans in order to come into being. Although someone reading a book or listening to the telling of a tale, may outwardly look like a passive consumer – that is far from the truth – they are exercising their imagination, bringing previous experience to bear, and constructing cognitive artefacts for sensemaking – sounds a bit like learning, right?.</p>



<p>If you are involved in games-based learning, and particularly in the design of games and play&nbsp; experiences, you are probably well used to analysing and implementing play in a mechanical way. That is, mapping the mechanics of games to experiences that will effect learning. I think we can view and use narrative (without or without a game structure), in the same way.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c.png" alt="A machine made out of word fragments- illustration" class="wp-image-8607" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>So what do I mean by Storytelling &#8216;mechanics’?</p>



<p>First of all there are Narrative structures – you may have heard, for example of&nbsp; <strong><a href="https://ludogogy.co.uk/focus-on-narrative-structures/" target="_blank" rel="noopener">The Heros Journey</a></strong>, or the Touchstone.</p>



<p>Narrative structures drive us down well-worn paths – in learning terms we can use them to guide learners in the directions we want them to go – they create expectations – the ‘threeness’ of fairytales, the beginning middle and end, the alternation of high points and low points in a narrative. Even people who have never heard the term &#8216;narrative structure&#8217; will be consciously or subconsciously aware of &#8216;where the story is going&#8217; because they have have been repeatedly exposed to this structures, in books, in fims, in TV.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Then there are various building blocks of story experience which as learning designers, we can use to draw (or obscure) attention, create flow, encourage participation or decision making, elicit emotion and so on. Here are a few:</p>



<p>The McGuffin (the object that explains why the characters do what they do, even though it has no intrinsic plot value), the foreshadowing of Chekhov’s Gun, the happy or sad ending, the twist in the tale, the ghost in the machine, exposition or lack of it – there are 1000s of these mechanics we can employ.</p>



<p>And together they build experiences – obviously there are similarly 1000s of these, but with reference to the fantastic and fabulous – the following are very notable.</p>



<ul class="wp-block-list">
<li>Allegory (including satire)– stories which have more than one level of meaning, most often religious or political. A famous example of this is Animal Farm, which is very different experience when one reads it as a child</li>



<li>Metaphor (and analogy) – Exploring one idea as if it were (or were like) something else &#8211; the Dementors in the Harry Potter books are famously a metaphorical exploration of J K Rowling&#8217;s own struggles with depression.</li>



<li>Archetypes – simplified representations of concepts, often in the form of characters. Fairytales, again, are stuffed with these &#8211; the wicked stepmother, the wise woman, the benevolent (or cruel) master, the innocent, the wolf.</li>
</ul>



<p>From a learning perspective,in the areas that I work, (systemic wicked problems, sustainability and regeneration, diversity and inequality), there are three characteristics of the fantastic and fabulous which I find consistently useful:</p>



<p>Using magic – inviting learners to act as if magic really exists, frees the imagination, gives permission to be really ‘out there’ and reduces the negative impact of reality or ‘what we do now’ on ideation</p>



<p>Asking learners to explore difficult question, particularly when it might ask them to discover truths about themselves they might not want to face – can be largely defused if the conversations can take place outside of reality. For example, a conversation about racism, privilege and unconscious bias is much safer if it takes place in the context of society’s issue with ghosts who have not passed over, rather than a real scenario.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="400" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1.png" alt="Interior of the TARDIS" class="wp-image-8609" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1-300x200.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>The TARDIS works really well as a representation of the point of this article. Not only is a well-known symbol of the one of the genres I’m recommending for you to play with, but it has one very important characteristic.</p>



<p>Like stories themselves it is bigger on the inside. And I remember on at least one occasion, the Doctor admitting, that he (he was a he at the time), had never been able to fully explore it.</p>



<p>Stories invite their participants to expand their boundaries to their own needs; to colour in the details with their own experiences. But as learning designers we have an even more expansive tool at our disposal – one that provides learners with an effectively infinite playground.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>It is often said that you can gauge how well a writer (or filmmaker) has conjured the world in which their stories exist, by looking at the quality of (at least the best of) the fan fiction. Middle Earth, for example, or the United Federation of Planets is so rich with the potential of stories not yet told, that people feel compelled to add their own.</p>



<p>Through Worldbuilding we can invite our learners to tell stories of their own, and like the TARDIS, we will find that we now have something which is far too large to ever be completely explored.</p>



<p>The mechanism I use most often is fantastic and fabulous bottom-up world building; providing small details of a larger world which invite speculation about the larger culture, history, and systems and so on – as relevant to whatever learning is desired. The alternative would be top-down world building – which is a somewhat more time-consuming approach. It’s what happens, for example, when writers on long-running TV series work with a Bible, to ensure they don’t err from the established truths of the fictional world.</p>



<p>If you want to know about Worldbuilding &#8211; and particularly top-down WB, there’s no better place to start than Chapter 13 in Volume 2 of Design Unbound by Anne Pendleton-Jones and John Seeley Brown. The story of the Worldbuilding that preceded the making of the film Minority Report is just astounding.</p>



<p><strong><a href="https://www.amazon.com/Design-Unbound-Designing-Emergence-Infrastructures/dp/0262535823?crid=2GYL4JUFIKUTJ&amp;keywords=design+unbound&amp;qid=1688570240&amp;sprefix=design+unbound%2Caps%2C392&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=e2c8587079889baacb1658ed53433d9b&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener">Design Unbound is available on Amazon</a></strong></p>



<p>We now have a third question to ask our learners. I usually find that my games and gameful activities ask these questions in the reverse order that I have introduced them here.</p>



<p>Introducing learners to the world you have built for them to play in first asks&nbsp;<strong>“If this is true, then what else does that tell us?”</strong><br>Framing the learning in the context of that world then asks <strong>“What if…”</strong><br>And finally, the invitation to exercise their own imagination and creativity <strong>“And then what happened?”</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>I have developed two decks of cards recently which use many of the principles detailed above</p>



<p>These two decks are very much an invitation to tell stories rather than being narratives in themselves. The first – The Museum of Impossible Objects represents some of the exhibits in a mysterious museum. Each card has an image, a label explaining the object, and on the other side of the card, some questions about the object – although your own questions (and answers) are also encouraged. The museum exists in a world where magic exists, where humans are not the only sentient species, where ghosts are an everyday reality and human technology and Fae magic sit side by side, sometimes within single products.</p>



<p>The second is a deck which was allegedly discovered in an architectural dig near Area 51. As nothing is known about the either the images or the text the cards contain, there are several theories as to what the cards might represent and they thus seem to be very versatile in use. Often teams get together to test popular theories about how the cards might work</p>



<p>You are invited to explore these decks (very briefly) now. Please feel free to pause the video at whatever point suits you to try out these two sample activities of how the cards can be used in learning settings.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Cards Demo - Museum and Mystery Deck" width="678" height="381" src="https://www.youtube.com/embed/NBWZcvE_0RE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<h4 class="wp-block-heading">Activity One (uses 4 cards out of the 52 in the Museum of Impossible Objects deck)</h4>



<p>You are the curator of exhibitions. These four exhibits represent your potential choices for a central exhibit for the room you are curating. Pick one. What are the other exhibits which would complement it (either pick from here or from your imagination). What is the story your curated exhibition tells?</p>



<h4 class="wp-block-heading">Activity Two (uses 4 cards out of the 54 in the Mystery deck)</h4>



<p>One popular current theory about these cards is that they represent some kind of tool for using intuition and systems thinking for innovation. A ‘Tarot for Design’ if you like.</p>



<p>As a team you have been tasked with exploring this theory. There are 54 of them – here are a few for you to start with.</p>



<p>Think about the <strong><a href="https://ludogogy.co.uk/the-versatility-of-cards/" target="_blank" rel="noopener">characteristics of the cards</a></strong> (colours, sides, markings, dots etc.) and the possible ways that they could be used (position, orientation, number, connections, number, stacking, turning, instructions, inclusion or exclusion etc.)</p>



<p>Maybe other resources are needed to use them – dice, counters, a board</p>



<p>What ideas do you about how the cards might work in this context?</p><p>The post <a href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/">Learning with the Fantastic and Fabulous</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Logan Timmins on Wellbeing</title>
		<link>https://ludogogy.professorgame.com/logan-timmins-on-wellbeing/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=logan-timmins-on-wellbeing</link>
					<comments>https://ludogogy.professorgame.com/logan-timmins-on-wellbeing/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 16 Jun 2023 11:00:09 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[queer]]></category>
		<category><![CDATA[wellbeing]]></category>
		<category><![CDATA[Logan]]></category>
		<category><![CDATA[autobiographical]]></category>
		<category><![CDATA[catharsis]]></category>
		<category><![CDATA[self discovery]]></category>
		<category><![CDATA[connection]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8585</guid>

					<description><![CDATA[<p>Focusing on storytelling, and themes of reflection and self-discovery, Logan’s games invite intimacy and connection, with oneself and others, making him ideal for June’s theme of Wellbeing.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/647b637798e6ef001297d22b?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/logan-timmins-on-wellbeing/" title="Logan Timmins on Wellbeing">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/logan-timmins-on-wellbeing/">Logan Timmins on Wellbeing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Logan Timmin’s most celebrated game, also called Logan, was hailed on its release as the ‘next step’ for lyric games; a genre which itself, is somewhat mould-breaking. These are games which can be played, in a traditional sense, but can also be experienced simply by reading. Focusing on storytelling, and themes of reflection and self-discovery, Logan’s games invite intimacy and connection, with oneself and others, making him ideal for June’s theme of Wellbeing. A fascinating discussion of how mechanics drive story, and some great game recommendations too, make this an episode not to be missed.</p>
<p><iframe loading="lazy" src="https://embed.acast.com/634724a07583ef001191701b/647b637798e6ef001297d22b?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>You can find more about Logan Timmins on <a href="https://logantimmins.com/" title="Logan Timmins" rel="noopener" target="_blank">logantimmins.com</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />Coordination: Sarah Le-Fevre<br />Audio mixing and mastering: Antonios Triantafyllakis<br />Music: Funky Logo 04 by TaigaSoundProd<br />Free download: filmmusic.io/song/6721-funky-logo-04<br />License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/logan-timmins-on-wellbeing/">Logan Timmins on Wellbeing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Luna Uni &#8211; An RPG for Mastering Writing</title>
		<link>https://ludogogy.professorgame.com/luna-uni-an-rpg-for-mastering-writing/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=luna-uni-an-rpg-for-mastering-writing</link>
					<comments>https://ludogogy.professorgame.com/luna-uni-an-rpg-for-mastering-writing/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Thu, 20 Apr 2023 10:10:31 +0000</pubDate>
				<category><![CDATA[Show & Tell]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Schools]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8402</guid>

					<description><![CDATA[<p>Luna Uni offers more than just writing. As we discover during this chat, it also unlocks Social and Emotional Learning, Critical Thinking and much more. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/luna-uni-an-rpg-for-mastering-writing/" title="Luna Uni &#8211; An RPG for Mastering Writing">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/luna-uni-an-rpg-for-mastering-writing/">Luna Uni – An RPG for Mastering Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>For our fifth &#8216;Show &amp; Tell&#8217;, Ludogogy welcomes <a href="https://www.linkedin.com/in/michael-low-luckoflegends/" target="_blank" rel="noopener"><strong>Michael Low</strong></a>. Michael is here along with 5th Grade teachers Tom and Tyler to talk about Luna Uni, an RPG which sits at the heart of a creative writing programme for schools.</p>



<p>But Luna Uni offers more than just writing. As we discover during this chat, it also unlocks Social and Emotional Learning, Critical Thinking and much more.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Luna Uni - An RPG for Mastering Writing" width="678" height="381" src="https://www.youtube.com/embed/OQKpmr1xADI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<p>Michael is currently seeking playtesters and other interested folk, to get involved in larger scale testing and validation of the programme. You don&#8217;t need to be in the US &#8211; all are welcome. Get in touch.</p>



<p>Show &amp; Tell videos will all accumulate at the <strong><a title="" href="https://ludogogy.co.uk/category/show-tell/" target="_blank" rel="noopener">Show &amp; Tell Page</a></strong> as they are published. If you want to find out more about Luna Uni, Michael himself, and his other projects and work,take a look at <a href="https://bio.link/michaellow" target="_blank" rel="noopener"><strong>his links page</strong></a>.</p>



<p>If you would like to appear in a Show &amp; Tell episode, get in touch at <a href="mailto:info@ludogogy.co.uk" target="_blank" rel="noopener" title=""><strong>info@ludogogy.co.uk</strong></a><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="blank" rel="noopener"> </a></p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div><p>The post <a href="https://ludogogy.professorgame.com/luna-uni-an-rpg-for-mastering-writing/">Luna Uni – An RPG for Mastering Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Resisting the Purge &#8211; LinkedIn as a Game Platform</title>
		<link>https://ludogogy.professorgame.com/resisting-the-purge-linkedin-as-a-game-platform/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=resisting-the-purge-linkedin-as-a-game-platform</link>
					<comments>https://ludogogy.professorgame.com/resisting-the-purge-linkedin-as-a-game-platform/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Mon, 13 Mar 2023 19:52:58 +0000</pubDate>
				<category><![CDATA[experiment]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Engagement]]></category>
		<category><![CDATA[Player Experience]]></category>
		<category><![CDATA[Co-Creation]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8260</guid>

					<description><![CDATA[<p>Can anything be a game? I think the answer is probably ‘Yes’, and I want to try out the idea that ‘real-life’, e.g. work, can be deliberately designed gamefully <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/resisting-the-purge-linkedin-as-a-game-platform/" title="Resisting the Purge &#8211; LinkedIn as a Game Platform">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/resisting-the-purge-linkedin-as-a-game-platform/">Resisting the Purge – LinkedIn as a Game Platform</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Can anything be made into a game? I have long entertained the idea that the answer to that question is probably ‘Yes’, and I have become increasingly interested in the idea that ‘real-life’, and particularly work, can be deliberately designed in a ’gameful’ way, to maximise the learning and development that we gain from just doing what we usually do anyway. Indeed, that is the guiding principle behind my <a href="https://www.linkedin.com/posts/sarahlefevre_organisationallearning-gamification-gamificationoflearning-activity-7029783822493700096-72rl?utm_source=share&amp;utm_medium=member_desktop" target="_blank" rel="noopener"><strong>Organisational Learning Change Model</strong></a> (OLCM).</p>



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<p>So, with those ideas in mind, I launched and experiment in February 2023 to create and play a game, using LinkedIn as the game platform.</p>



<p>From a recruitment perspective this has obvious advantages, as I was able to use the game platform itself to invite participants, and I did so using <a href="https://www.linkedin.com/posts/sarahlefevre_gamesdesign-learningdesign-gamification-activity-7033485143440785408-OASa" target="_blank" rel="noopener"><strong>a LinkedIn Poll</strong></a>. Many of the people who answered the poll were already 1<sup>st</sup> degree connections, but as one of the main mechanisms for running the game was the group chat facility, I then asked those who were not currently connections to connect with me, being careful to stress that disconnection is possible, and that this was not a ’fishing’ exercise.</p>



<p>By the time the game began, three days after the original poll was launched, 25 people were on board and had been added to a group chat, entitled simply ‘The Game’, so as not to give the game away before it started.</p>



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<p><strong>The idea behind the game</strong></p>



<p>There were a number of intentions behind the game. The first was to act as an experiment – to see how well this subversion of a non-game platform would work, to get feedback from participants, and to act as a springboard for potential future game / learning applications.</p>



<p>It was also intended to be a learning game, and I spent some time deciding on appropriate learning outcomes. While this is by no means the only option, I eventually decided that an appropriate outcome for this first experiment would be for participants to learn about the platform itself. So the game was designed to&nbsp; introduce the different ways of posting on LinkedIn and ideas about how to garner engagement.</p>



<p>Using LinkedIn as the platform inevitably meant that there would be a social element to the play. The group chat meant that a group of players was convened, but even if the players had been playing singly in some way, the game was ’about’ using LinkedIn, so another outcome was networking, either through the chat, or by sharing posts, and commenting.</p>



<p>Finally, I decided to get players to reveal something of their own interests, which was achieved through the ‘topics’ of the game, see below, so the hope was that there would also be subsidiary learning around things that members of the group found interesting, but which others might not have come across before.</p>



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<p><strong>Mechanisms used in the game</strong></p>



<p>The overarching mechanism of the game was a simple overlay of a narrative ‘alternate reality’. In the group chat a message was sent to all participants to start the game. It informed them that they were part of a Resistance movement, which was opposing the actions of a totalitarian organisation ‘The Council of Erudition Purge’, which was attempting to destroy all repositories of human knowledge, and that LinkedIn posts and articles were under threat.</p>



<p>Inspiration for this idea was taken from such real-life events as The Cultural Revolution in China, and &nbsp;continuing policies of supressing access to information and opinion, which happen across the world, and from one of my favourite novels ‘<strong><a href="https://en.wikipedia.org/wiki/Fahrenheit_451" target="_blank" rel="noopener">Farenheit 451</a></strong>’ by Ray Bradbury.</p>



<p><a href="https://www.amazon.com/Fahrenheit-451-Ray-Bradbury/dp/1451673310?crid=KO417OU1XXBZ&amp;keywords=farenheit+451+ray+bradbury&amp;qid=1678731917&amp;sprefix=farenheit%2Caps%2C786&amp;sr=8-1&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=4ff46faec5053cf77e9e08be92efea6c&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener"><strong>Farenheit 451 is available on Amazon</strong></a></p>



<p>They were also told that they had the opportunity to find posts or articles, and to pitch for their preservation. Because the resources of the ‘Purge Resistance’ were limited however, not all items pitched could be ’saved’, so only those which got the most public approval (measured via ‘likes and comments’), would make it into the safety of the Resistance archives at the end of each ‘mission’.</p>



<p>At the start of the game the only facilities available to Resistance members were the group chat, referred to during the game as ‘Resistance HQ’; and the ability to comment on a ‘Mission Post’ (an ordinary post with a single image) &nbsp;– which you could imagine as being a kind of ‘noticeboard’ where the comments contained the pitches of the Resistance members for the articles and posts each one of them wanted to ’save’.</p>



<p>The initial briefing (posted at ‘HQ’) also hinted that it would be possible to gain more facilities throughout the game. This is actually the fundamental mechanism of ‘progress’ in the learning aspect of the game. In each ‘mission’ a new feature of LinkedIn will be introduced, which players will be encouraged to use to ‘improve’ how they present their pitches, or to attract more engagement.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="678" height="381" src="http://ludogogy.co.uk/wp-content/uploads/2023/03/Sluffy_a_symbol_or_sigil_of_a_resistance_movement_which_combine_ebed224e-8ae9-4f41-8c74-615fc4976cd7.png" alt="A symbolof a resistance movement based loosely on the LinedIn logo" class="wp-image-8265" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_symbol_or_sigil_of_a_resistance_movement_which_combine_ebed224e-8ae9-4f41-8c74-615fc4976cd7.png 678w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_symbol_or_sigil_of_a_resistance_movement_which_combine_ebed224e-8ae9-4f41-8c74-615fc4976cd7-300x169.png 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></figure>
</div>


<p>The <a href="https://www.linkedin.com/posts/sarahlefevre_games-gamesbasedlearning-learning-activity-7034574716971442176-Oaqb?utm_source=share&amp;utm_medium=member_desktop" target="_blank" rel="noopener"><strong>first ‘mission’ post</strong></a> asked players to go off and find posts on related to ‘Happiness’ and to pitch them in the comments. After three days the ‘mission debriefing’, containing details of the ‘saved’ posts and anything else of interest that had happened in the first mission <strong><a href="https://www.linkedin.com/pulse/ajudications-purge-resistance-sarah-le-fevre/" target="_blank" rel="noopener">was written up in an article</a></strong>, which I intended to add to, after each mission to maintain a full log of missions.</p>



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<p><strong>Mission Two &#8211; Coolhunting</strong></p>



<p><a href="https://www.linkedin.com/posts/sarahlefevre_games-gamesbasedlearning-learning-activity-7035713302978523138-yg6E" target="_blank" rel="noopener"><strong>Mission 2 asked players to go Cool Hunting</strong></a>. They were tasked with going of and finding articles and posts they perceived as ‘Cool’.</p>



<p>A very important part of the second mission post was that it introduced the idea of ‘R&amp;D’ – and that instead of going and finding articles they wanted to save, players could dedicate their time to working towards increasing the capability of the Resistance by ‘inventing’ new ways of using LinkedIn.</p>



<p>This increase in capability had already happened between the first and second missions, without the need for players to do anything, and the ‘new technology’ which had been discovered was images with clickable links. The mission post itself used an image with a clickable link, and the link took players to a YouTube video page explaining how to create a post with an image with a clickable link.</p>



<p>The decision was made to not explicitly mention ‘R &amp; D’ until Mission Two, so that the instructions to play the game were scaffolded in a similar way to the ‘learning content’, only introducing one or two ideas at a time.</p>



<p>So, in the second missions, players could find and pitch ‘cool’ content or spend their time in R&amp;D. In order to take the R&amp;D option, players would post information about the ‘research&#8217; topic in the HQ group chat. In the case of the second mission, R &amp; D were tasked with developing video capability &#8211; in other words, finding and sharing info, best practice and ‘how tos’ about using video on LinkedIn. Under game rules it was necessary that three people should do this, so that the development be successful.</p>



<p>Extended capability now meant that players had the choice to pitch as they had done before, using comments in the mission post, or they could use the new technology to create their own posts (complete with clickable image links),and reference those in the mission post comments. It was made clear that if they took this route then ALL engagement (on their own posts and on their comments on the mission) would go towards the adjudication of their success – a good strategy to potentially double their points for the mission.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="600" src="http://ludogogy.co.uk/wp-content/uploads/2023/03/Sluffy_a_medal_which_would_be_awarded_for_saving_great_literatu_e681ee76-314b-4122-b373-5b8e281e5e51.png" alt="A medal with a book engraved on it" class="wp-image-8264" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_medal_which_would_be_awarded_for_saving_great_literatu_e681ee76-314b-4122-b373-5b8e281e5e51.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_medal_which_would_be_awarded_for_saving_great_literatu_e681ee76-314b-4122-b373-5b8e281e5e51-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_medal_which_would_be_awarded_for_saving_great_literatu_e681ee76-314b-4122-b373-5b8e281e5e51-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_a_medal_which_would_be_awarded_for_saving_great_literatu_e681ee76-314b-4122-b373-5b8e281e5e51-268x268.png 268w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>Once this mission was completed. <a href="https://www.linkedin.com/pulse/ajudications-purge-resistance-sarah-le-fevre" target="_blank" rel="noopener"><strong>The mission debrief for mission two</strong></a> (scroll further down in the article) also introduced something new – medals. And the Resistance was able to award medals not only for successfully saving articles and posts, and for contributing to successful R&amp;D development of video capability, but also recruitment! The fact that players would want to / be able to bring others on board after the game had started, was not something I had considered in the game design.</p>



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<p><strong>Mission Three – Problem solving</strong></p>



<p>Having developed video capability, the second mission debrief was also delivered as <a href="https://www.linkedin.com/video/event/urn:li:ugcPost:7036748755513040896/" target="_blank" rel="noopener"><strong>suitably revolutionary address</strong></a>, which I link here for the sake of completeness but with some embarrassment, having made a bit of a hash of it. This, of course also meant that players were now able to deploy video posts as well.</p>



<p>If this had been a full-blown, fully tested, actual implementation of a learning game rather than a somewhat impulsive experiment, it would have run to around 15 missions, allowing time for R &amp; D time to ’discover’ more types of LinkedIn posts and to explore things like searches, profile features and so on. It should be noted that I’m not a LinkedIn ‘expert’, so the intention was never to explore LinkedIn social marketing ‘strategy’ or similar, but simply technical reality.</p>



<p>The experiment needed to end at some point, not least so I could draw some conclusions and write this article. So, I decided to make Mission Three the last mission.</p>



<p><strong><a href="https://www.linkedin.com/posts/sarahlefevre_hashtags-games-gamesbasedlearning-activity-7037147813389946880-LROX" target="_blank" rel="noopener">The Resistance were tasked</a></strong> with either pitching posts related to ’Problem Solving’, or working in R&amp;D on Hashtags and Tagging Connections – to discover how those are best used to drive engagement.</p>



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<p><strong>What happened</strong></p>



<p>The game was played over three rounds, and lasted just under two weeks. &nbsp;Those that chose to get involved, got very involved, at least over the first two missions. Of those who were not so actively involved, some were still posting messages of encouragement, or other messages pertinent to the game’s narrative, indicating that they had decided to accept the alternate reality, ’<a href="https://ludogogy.co.uk/games-are-just-invitations-to-the-magic-circle/" target="_blank" rel="noopener"><strong>the magic circle</strong></a>’ of the game, but not so much as to join in with active play. Others still chose to ‘lurk’, remaining in the chat, but not messaging or taking part in the missions. Some people left the chat during the game.</p>



<p>Mission three was a ’failure’, in that very little activity took place. But given that Mission Two was very active, I wonder if the announcement of the imminent end of the game went some way to dissuade people from playing further. I hope that sharing this article will encourage further feedback.</p>



<p><strong>Intention vs reality</strong></p>



<p>From the perspective of the game designer and gamemaster (both me), some aspects of the game ran as I had expected and achieved what I wanted them to, and some did not, but that is always to be expected from a very early prototype, which this was.</p>



<p>I expected / wanted there to be more discussion in the ‘HQ’ regarding strategy of play, sharing of existing knowledge of ‘how LI works’ and that ‘R &amp; D’ activity in HQ would spark these kinds of interactions.</p>



<p>I further expected / wanted the outcomes / learning of HQ conversations to be reflected in the way that people addressed the core loop of the game.</p>



<p>This was because these two things represented the core &#8216;learning&#8217;&nbsp; aspects of the game &#8211; peer learning through curation and practice of what has been curated. If this had been designed as a set of learning activities without a game overlay, the fundamental instruction would have been ‘Find out what you can about how LinkedIn features work, share it with a group of people in chat, and then use what you have found to make posts.’</p>



<p>So I believe that the simple action of <strong><a title="Focus on… Narrative Structures" href="https://ludogogy.co.uk/focus-on-narrative-structures/" target="_blank" rel="noopener">overlaying a narrative</a></strong> did serve to keep people engaged for longer with this fundamentally not especially interesting instruction.</p>



<p>However, there is a price to pay for overlaying narrative, and that is clarity. To a greater or lesser degree, the narrative obfuscates the simple underlying instructions, and it is certainly true that some participants reported and/or displayed confusion about what they were supposed to be doing. But then again, it is unlikely that without the narrative there would been any engagement with the activities at all &#8211; so this needs to be balanced, to achieve clarity while still maintaining the integrity of the magic circle.</p>



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<p><strong>Time to Play?</strong></p>



<p>Many participants reported lack of time as a reason for non-participation, or participation dropping off over time. In my mind, the tasks involved were not very time consuming, and were to a certain extent just asking people to do what they were already doing – finding and commenting on posts on LI. However, that is not strictly true. I was asking them to find specific kinds of posts – which would take time. Maybe this could be mitigated, by just asking them to pitch posts they have already found (interesting) recently. This in turn, would mean that there might need to be more attention paid to the narrative for each mission to make them sufficiently different from one another to maintain interest.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="600" src="http://ludogogy.co.uk/wp-content/uploads/2023/03/Sluffy_problem_solving_71dde42a-8767-4ad2-b104-978f64e4e759.png" alt="A block made up of smaller blocksof stone - representing problem solving" class="wp-image-8266" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_problem_solving_71dde42a-8767-4ad2-b104-978f64e4e759.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_problem_solving_71dde42a-8767-4ad2-b104-978f64e4e759-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_problem_solving_71dde42a-8767-4ad2-b104-978f64e4e759-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/03/Sluffy_problem_solving_71dde42a-8767-4ad2-b104-978f64e4e759-268x268.png 268w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>It should also be recognised that ‘R &amp; D’ is potentially more time consuming, so maybe the rewards for that should be greater. In this first prototype, Gamification did not feature heavily – beyond the awarding of medals, so that would be something to consider for version 2.</p>



<p>Missions lasted three days in this experiment, mainly because my feeling was that longer timescales would dilute engagement and because one of the major mechanisms was ‘engagement’ which on LI, apparently requires lots of interaction with a post in the first hour, never mind three days. Many people feedback that they would have like longer for each mission. This means that for a game of LinkedIn, in particular,&nbsp; I would have to think carefully about which ‘algorithmic’ aspects should have an impact and which shouldn’t, and that it would probably only be appropriate to include ‘engagement’, in terms of the viral type algorithmic ‘engine’, if a game were designed to be played and completed over an hour or two, rather than over an extended time, like this one.</p>



<p><strong>Other potential barriers</strong></p>



<p>Although I haven’t received explicit feedback to this effect, there is another potential barrier which has long been on my mind, which may have contributed to the falling off of activity in the game, or people not engaging at all.</p>



<p>Of necessity, ‘playing’ in LinkedIn, means you are playing in a public space, and not just any public space, but one where you may have created a very specific ‘professional’ persona. So there may have been a reluctance, once the reality of the game was revealed, for some people to expose themselves by joining in. I also, personally, have to face the potentially awful possibility, that, given that activity dropped off so markedly after mission two, that it was <strong><a href="https://www.linkedin.com/posts/sarahlefevre_learning-gamesbasedlearning-learninggames-activity-7036748756574175232-PVxY" target="_blank" rel="noopener">my disastrous attempt to give a competent video debriefing</a></strong> and /or the fact that I was wearing a revolutionary style red beret and ‘Free Ferris’ badge in said video, that some people found cringeworthy enough to disengage altogether.</p>



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<p><strong>Lessons Learned</strong></p>



<p>A (non-exhaustive) list of reflections I will take away with me to consider possible new games in LI and other ‘non-gaming’ platforms will include:</p>



<ul class="wp-block-list">
<li>Complexity of instructions – how to make something ‘gameful’ without too much obfuscation?</li>



<li>Time available to players – what can I expect and how can I introduce ‘play’ into actions already done – to add no time at all. Maybe in this case that could mean sharing posts they already noticed, or even promoting their own posts?</li>



<li>Limitations of the platform – e.g. HQ was a great idea, but linear chronological chains of messages are hard to navigate.</li>



<li>Perceptions of fairness – I bent/waived the rules because they didn’t impact the learning, but some players dislike that.</li>



<li><strong><a title="What is Gamification?" href="https://ludogogy.co.uk/what-is-gamification/" target="_blank" rel="noopener">Gamification</a></strong> – Rewards for play/learning, and how they can be implemented on the platform.</li>
</ul>



<p><strong>Do You Want to Try It?</strong></p>



<p>I remain encouraged, despite a drop-off in play. For a first prototype, this game did pretty well. So, what hints do I have for somebody wanting to do the same? Indeed, maybe a more fundamental question is ‘Why would you want to do this?’</p>



<p>The 70:20:10 model (and indeed my own OLCM) tells us that only a fraction of learning goes on in ‘formal’ learning settings. We are learning all the time, from everything we do. If you accept this idea, then it makes sense to apply deliberate design to ‘everyday’ activities to ensure that the learning derived from them is optimised, and indeed that it has desirable learning outcomes.</p>



<p>If you further accept that play and games provide effective pedagogies, as well as a way to engender engagement in activities,* then gameful design is a great approach to choose.</p>



<p>*(you may not accept this, of course, in which case stop reading now. Bit late in the day for this warning, I know,&nbsp; but you’ve probably saved yourself 40secs or so).</p>



<p>The potential for ’non-gaming’ platforms to have ’gameful design’ applied to them is probably limited by your imagination, but here are a few general principles to get you started.</p>



<ul class="wp-block-list">
<li>Consider the platforms available to you and then think about them in terms of the ‘experiences’ they offer rather than the ‘tasks’ they help people to carry out. For example, LI offers the experiences of ‘gathering together’ in groups and group chat, the experience of ‘social approval’ through likes and comments, and ‘creativity’ through all the different ways you can post.</li>



<li>What do you want your (learning) outcomes to be? How does a platform potentially allow ‘delivery’ of learning through e.g. peer sharing of knowledge, through activities that could be constructed from the ‘experiences’, content sharing and delivery</li>



<li>Do your learners already know how to use the platform, or is there an additional learning curve. One compelling reason to widely used platforms and resources to design playful learning, is because your learners DO already know how to use them, and in fact use them all the time &#8211; e.g you could use your company email platform to run an ‘alternate reality’ game where scenarios instructions are delivered through emails – with minimal instruction, because everyone already knows how to use the email client.</li>



<li>Narrative overlay is the easiest place to start. It relatively easy to make something gameful, by a simple reframe. This ’invitation to the magic circle’ can be all that is needed to make an ordinary activity into a compelling game.</li>
</ul>



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<p><strong>Thanks to All Involved</strong></p>



<p>Although I won’t mention you by name here, just in case you don’t want me too, I want to extend my heartfelt thanks to all those who were involved in this little experiment with me. I couldn’t have done it without you. You can ‘out’ yourselves in the comments on LI when I share this article, if you wish.</p><p>The post <a href="https://ludogogy.professorgame.com/resisting-the-purge-linkedin-as-a-game-platform/">Resisting the Purge – LinkedIn as a Game Platform</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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