“If you were teaching a intro-level college class on roleplaying game design, what would be the reading list?”Interesting question.I’m going to design this as a survey/history course.
I’d definitely study the evolution of the hobby using books like The Elusive Shift (Petersen), Role-Playing Game Studies: Transmedia Foundations (Deterding, Zagal) and Designers & Dragons: A History of the Roleplaying Game Industry (Appelcline).
Once the students had a grounding in the history I would suggest a unit on Dice and Probability, the Mechanics and influence on settings.
D&D for level and progression, and contrasting that against Palladium’s approach.
Traveller for the lifepath concept as well as the developing of universal setting.
Hero System and the rise of point based mechanics, contrasting with GURPS.
Interlock (Mekton, Cyberpunk) and the emergence of Unified Game Mechanics, maybe contrast with Atlas Games All Flesh Must Be Eaten, et al.
Vampire, and the development of Dice Pools and the rise of “splats” as a business model.
Over The Edge and Amber Diceless as differing approaches to non-traditional RPGs.
Sorcerer, indie games, The Forge, and the story game movement. See also gamist/narrativist/simulationist as styles of play.
D&D 3.0 and the OGL explosion.
Apocalypse World and the New Wave of RPGs as a reaction to OGL.
(one man’s opinion).
I’d definitely study the evolution of the hobby using books like The Elusive Shift (Petersen), Role-Playing Game Studies: Transmedia Foundations (Deterding, Zagal) and Designers & Dragons: A History of the Roleplaying Game Industry (Appelcline). Once the students had a grounding in the history I would suggest a unit on Dice and Probability, the Mechanics and influence on settings.