CHARACTER DEVELOPMENT OF DUNGEONS AND DRAGONS AND EPISODIC

TELEVISION

A Thesis Presented to The Faculty of the Department of Television, Radio, Film and Theatre San Jose State University

In Partial Fulfillment of the Requirements for the Degree Master of Arts

by Christopher Rudolph Consorte

August 2009

 

 

 

ABSTRACT

 

This thesis addresses how the commonalities of “Dungeons and Dragons” and Episodic television are used as a framework for character development for writers and players. Through the Dramatistic Pentad, this study examines the texts of the Players Handbook and Dungeon Masters Guide by Gary Gygax and the episodic television texts Crafty TV Writing Thinking Inside The Box by Alex Epstein and Television Writing from the Inside Out Your Channel to Success by Larry Brody. Throughout this study, the concepts of Dungeons and Dragons and Episodic television are categorized, aligned, and analyzed to determine how these commonalities are used as a framework for character development.

Research on this subject reveals that the characters’ scenes, actions, and purposes are a direct extension and reflection of their universe. The scenes, actions, and purposes are a way for writers, players, and an audience to understand character and story development as a whole, not from one aspect.

TABLE OF CONTENTS
 
Chapter One: Introduction
Statement
Significance
Literature Review
Methodology
1
2
2
3
16
Chapter Two: Agent Categorization
Agent Alignment
Agent Analysis
23
40
41
Chapter Three: Scene Categorization
Scene Alignment
Scene Analysis
47
58
58
Chapter Four: Agency Categorization
Act Alignment
Act Analysis
65
79
79
Chapter Five: Act Categorization
Agency Alignment
Agency Analysis
86
94
95
Chapter Six: Purpose Categorization
Purpose Alignment
Purpose Analysis
100
107
107
Chapter Seven: Conclusions 112
Works Cited 117
Appendix A: Terminology 121

 

 

 

WORKS CITED

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Amesley, Cassandra. “How To Watch Star Trek.” Cultural Studies. 3 (3) (1989) 323-339.

Baines, Lawrence and Dial, Micah. “Scripting Screenplays: An Idea for Integrating Writing, Reading, Thinking, and Media Literacy.” The English Journal. 84 (1995): 86-91.

Baker, Richard and Slavicsek, Bill. Dungeons & Dragons for Dummies. Hoboken: Wiley Publishing, Inc. 2005.

Blundell, Andrea. “The Significance of Character Generation and Customization in MOGs.”
<
http:www.selectparks.net>.

Breed, Donna & Kahn, David. Scriptwork A Director’s Approach To New Play Development. Carbondale and Edwardsville: Southern Illinois University Press, 1995.

Brody, Larry. Television Writing From The Inside Out Your Channel to Success. New York: Applause Theatre and Cinema Books, 2003.

Burke, Kenneth. A Grammar of Motives. Berkeley and Los Angeles: University of California Press, 1969.

---. On Symbols and Society. Ed. Joseph Gusfield. Chicago: University of Chicago Press, 1989.

Carlson, Marvin. Theories of the Theatre A Historical and Critical Survey from the Greeks to the Present Expanded Edition. Ithaca and London: Cornell University Press, 1993.

Choy, Edward. “Tilting at Windmills” Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko. Solmukohta, 2004.

Cooke, Lez. “Regional British Television Drama in the 1960s and 1970s”. Journal of Media Practice. 6 (2005): 145-155.

Dallas, Barnaby Colonel. Play, Photoplay, and Screenplay Structure. MA. San Jose State University, 2000.

Douse, Neil and McManus, I.C. “The Personality of Fantasy Game Players” British Journal of Psychology 84 (1993): 505-509.

Dungeons and Dragons. Dir. Courtney Solomon. Perf. Justin Whalin, Marlon Wayans, Thora Birch, Zoe McLellan, Kristen Wilson, Lee Arenberg, Bruce Payne, and Jeremy Irons. New Line Cinema, 2000.

Escalonilla-Sanchez, Antonio. “The Hero as a Visitor in Hell.” Journal of Popular Film and Television. 32 (2005): 149-56.

Epstein, Alex. Crafty Television Writing Thinking Inside the Box. A professional Television Writer’s Real-World Guide to Getting Paid to Write Great Television. (New York: Henry Holt and Company, 2006).

Fine, Gary Alan. “Legendary Creatures and Small Group Culture: Medieval Lore in a Contemporary Role-Playing Game” Keystone Folklore, 1:1 (1982): 11-27.

Gard, Toby. “Building Character” 20 June. 2000. <http://www.gamasutra/features. 20000720/gard_01.htm>.

Gruben, Patricia. “Practical Joker: The Invention of a Protagonist in Full Metal Jack.” Literature and Film Quarterly. 33 (2005): 270-279.

Gygax, Gary. Advanced D&D Adventure Games Dungeon Masters Guide. (Lake Geneva: Random House, Inc, 1979).

---. Advanced Dungeons and Dragons Adventure Games Players Handbook. Lake Geneva: Random House, Inc, 1978.

---. Role-Playing Mastery Tips, Tactics and Strategies for Improving Your Participation in Any Role-Playing Game. New York: Putnam Publishing Group, 1987.

Helio, Satu. “Role-Playing: A Narrative Experience and a Mindset.” Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko. Solmukohta, 2004.

Henry, Liz. “Group Narration: Power, Information, and Play in Role Playing Games.” 12 May, 2003. http://www.darkshire.net/jhkim/rpg/theory/liz-paper-2003/.

Horton Donald and Strauss Anselm. “Interaction in Audience-Participation Shows.” The Amercian Journal of Sociology. 62 (6) (1957) 579-587.

 

---. “Character Connection Part 2.” Creative Screenwriting. 13 (2) (2006) 44-45.

---. Character Connection Part 3.” Creative Screenwriting. 13 (3) (2006) 45-46.

Khoury, Yvette K. “To be or not to be” in “The Belly of the Whale”: A Reading of Joseph Campell’s “Modern Hero” Hypothesis in Hamlet on Film.” Literature and Film Quarterly. 34 (2006): 120-129.

Kim, John H. “Immersive Story.” Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko. Solmukohta, 2004.

Kjelstrup, Richard. “Challenging Narratives: Crossovers in Prime Time”. Journal of Film and Video; Spring2007, 59 Issue 1, p32-45, 14p.

Kohn, Nathaniel. “The Screenplay as Postmodern Literary Exemplar: Authorial Distraction, Disappearance, Dissolution.” Qualitative Inquiry. 6 (2000): 489-510.

Kuntz, Robert J. and Ward, James M. Deities and Demigods Cyclopedia. (Lake Geneva: Random House, Inc, 1980).

Lancaster, Kurt. “The Longing for Prelapsarian Fantasies in Role-Playing-Games”. Foundation 74 (Fall 98), 48-53.

Lankoski, Petri. “Character Design Fundamentals for Role-Playing Games”. Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko. Solmukohta, 2004.

Lankoski, Petri and Satu Helio. “Approaches to Computer Game Design – Characters and Conflict. http://www.digra.org/dl/db/05097.01201.

---, and Ekman, Inger. “Characters in Computer Games: Toward Understanding Interpretation and Design” <www.uta.fi/petri~.lankoski/characters _ _in_computer_games.pdf> (25.12.2003).

Lappi, Ari-Pekka. “The Character Interpretation.” Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko Solmukohta, 2004.

Macdonald, Ian W. “Finding the Needle. How Readers See Screen Ideas.” Journal of Media and Practice. 4 (2003): 27-39.

---. “Disentangling the Screen Idea.” Journal of Media and Practice. 5 (2004): 89-99.

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Mateas, Michael and Stern, Andrew. “Towards Integrating Plot and Character for Interactive Drama.” Socially Intelligent Agents: The Human in the Loop. Ed. K Dautenhahn.

Mead, Gerald. “The Representation of Fictional Character.” Style. 24 (1990): 440-452. Film and Television Literature Index. 20 (2007). http://search.ebscohost.com/.

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Montola, Markus. “Chaotic Role-Playing” Beyond Role and Play Tools, Toys and Theory for Harnessing the Imagination Ed. Montola, Markus and Stenros, Jaakko. Solmukohta, 2004.

---. “Designing Goals for On-Line Role-Players” Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play.

Patkin-Toles, Terri. “Rational Coordination in the Dungeon*” Journal of Popular Culture 20, (1986), 1-14.

Propper, Herb. “Using Spontaneous Role-Playing Methods to Study Literature and Legend in a College Course.” Action Methods. (1999): 99-111.

Shadoian, Jack. “Writing for the Screen…Some thoughts on Dialogue” Literature and Film Quarterly. 9 (1981): 85-91.

Sheldon, Lee. Character Development and Storytelling for Games. Boston: Thomson Course Technology, 2004.

Solomon, Courtney. Interview. “’Let the Games Begin’”-A Profile and History of adventure gaming”. Dungeons and Dragons. New Line Cinema. 2000.

 

Appendix A: Terminology

 

Abilities are what the character can do within the game. These are defined as potential “power or skill of a game character or other creature.” (Gygax, Role-Playing Mastery, 171)

Action/description is “the action, images, and sounds” that is displayed by the characters. This does not include dialogue (Douglas 226).

Antagonist is the character who “opposes the protagonist’s goal” (Douglas 226). This character is the main obstacle that the protagonist faces.

Attributes are the foundation of the character. It is the “character’s basic characteristics.” It is the initial stage of character creation. (Gygax, Role-Playing Mastery, 171).

Back-story is the history of the characters. These are “incidents or relationships that shape a character” (Douglas 227).

Character-Arc is the progression of a character’s development from “one condition to a different dramatic state” (Douglas 226). This takes place over the entire series.

Character Document/Sheet contains all of the information about a specific character. The information refers to their “weight, age, dark secrets, strength” and any other necessary information that is needed to understand the character (Lappi 97).

Dungeon Masters (DM’s) is the overseer of the game session. DM’s “simply provides the setting” for the players to interact in (Toles-Patkin 3).

Episode is an “installment of a continuing story-line” within a television series. Usually each episode is either a half-hour or an hour in length (Douglas 228).

Game-Session is a complete episode of a role-playing game episode. A game-session can also “take place over one or more several play sessions.” (Gygax, Role-Playing Mastery, 171).

Hit Points (HP’s) represents the amount of damage a character can take before being defeated. Also, this can represent the amount of damage the character can deliver “through some form of attack (Gygax, Role-Playing Mastery, 173).

Non-Player Characters (NPC’s) are the minor roles assumed usually controlled by the DM. The NPC’s are controlled by the DM. NPC’s can appear in “one or more sessions of play” (Gygax, Role-Playing Mastery, 174).

 

Player-Character (PC’s) is the roles portrayed by players. The PC’s is usually the central hero “in a campaign or single play session” (Gygax, Role-Playing Mastery, 174).

Players are the participants who create a “make-believe character” that interacts in a game story milieu (Gygax, Role-Playing Mastery, 174).

Protagonist is the main character in the story. This character “drives the action and makes key dramatic decisions” (Douglas 230). This is the character that the audience will root for.

Role-playing is the personality of the character that is being portrayed. The character actions are based on their character sheet and imagination. The art of role-playing is “limited only by very broad parameters, common sense, and imagination” (Gygax, Role-Playing Mastery, 175).

Tabletop/Pen’n’Paper was the first style of role-playing games. This requires two, or more, players at a table with the DM at the head. The players and DM’s use pencils and paper to create the characters they play. Next, the players “describe what their characters will do in a given scene” (Lancaster 51). What the players say is what their characters actually do.