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Frame Work branches out into gaming, with a look at the most sneakily influential piece of culture of the last half century, the OG table-top role playing game, Dungeons & Dragons. The original idea was to examine its role in shaping the video game industry, but before that the party finds a great deal to unpack about the creation of the game, its strange method of encouraging unfettered imagination while shackling it to complex math-based mechanics, the Satanic Panic of the 1980s, the D20 system as a tool for teaching about both statistics and privilege, the relation between plagiarism and innovation, and the challenges of allowing an audience to dictate the direction of an ongoing story.
By Al Schwartz, John Bernhard5
1717 ratings
Send us Fan Mail
Frame Work branches out into gaming, with a look at the most sneakily influential piece of culture of the last half century, the OG table-top role playing game, Dungeons & Dragons. The original idea was to examine its role in shaping the video game industry, but before that the party finds a great deal to unpack about the creation of the game, its strange method of encouraging unfettered imagination while shackling it to complex math-based mechanics, the Satanic Panic of the 1980s, the D20 system as a tool for teaching about both statistics and privilege, the relation between plagiarism and innovation, and the challenges of allowing an audience to dictate the direction of an ongoing story.

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