Works & References
The works this part’s articles discuss and the texts they cite. The print edition carries the credited works and the references; the web edition adds the wider research consulted.
Works discussed
- 80 Days. inkle, 2014.
- afternoon, a story. Michael Joyce, 1990.
- All You Need Is Kill. Hiroshi Sakurazaka, 2004.
- Apocalypse World. D. Vincent Baker and Meguey Baker (lumpley games), 2010.
- Barrowmaze. Greg Gillespie, 2011.
- Blades in the Dark. John Harper (One Seven Design), 2017.
- Braid. Jonathan Blow (Number None), 2008.
- Cain’s Jawbone. Edward Powys Mathers (as Torquemada), 1934.
- Cloud Atlas. David Mitchell, 2004.
- Critical Role. Matthew Mercer and cast, 2015.
- DASH (Different Area, Same Hunt). DASH organising group, 2009.
- Death at the Dive Bar. Hunt A Killer, 2020.
- Disco Elysium. ZA/UM, 2019.
- Dolmenwood. Gavin Norman (Necrotic Gnome), 2024 to 2025.
- Dragonlance (the DL module series). TSR, 1984.
- Dungeons & Dragons. Gary Gygax and Dave Arneson (TSR), 1974.
- Edge of Tomorrow. Doug Liman (Warner Bros.), 2014.
- Fallen London. Failbetter Games, 2009.
- Fiasco. Jason Morningstar (Bully Pulpit Games), 2009.
- The Forgotten City. Modern Storyteller (Dear Villagers), 2021.
- Gone Home. The Fullbright Company, 2013.
- Grand Theft Auto III. Rockstar Games, 2001.
- Groundhog Day. Harold Ramis (Columbia Pictures), 1993.
- The Halls of Arden Vul. Richard Barton, 2020.
- Heavy Rain. Quantic Dream, 2010.
- Her Story. Sam Barlow, 2015.
- Houdini’s Workshop. PanIQ Escape Room, New York (escape room; opening year not established).
- Hunt A Killer. Ryan Hogan and Derrick Smith (Baltimore), 2016.
- Inception. Christopher Nolan, 2010.
- The Ladder. Hatch Escapes (Los Angeles), 2024.
- Life is Strange. DON’T NOD (Square Enix), 2015.
- Living Greyhawk. Wizards of the Coast / RPGA, 2000.
- Magnolia. Paul Thomas Anderson (New Line Cinema), 1999.
- Masquerade. Kit Williams, 1979.
- Megagames (incl. Watch the Skies). The UK megagame tradition (Jim Wallman / Megagame Makers); Watch the Skies first run London 2013.
- Microscope. Ben Robbins (Lame Mage Productions), 2011.
- The MIT Mystery Hunt. Founded by Brad Schaefer, 1981.
- Monster of the Week. Michael Sands (Evil Hat Productions), revised edition 2015.
- NORCO. Geography of Robots (Raw Fury), 2022.
- The One Ring (2nd edition). Free League Publishing, 2021.
- Outdoor Survival. Avalon Hill, 1972.
- Outer Wilds. Mobius Digital (Annapurna Interactive), 2019.
- Pulp Fiction. Quentin Tarantino (Miramax), 1994.
- RESET. Alfredo Tarancón (a Breathless-system time-loop game; release year not established).
- Return of the Obra Dinn. Lucas Pope (3909), 2018.
- Russian Doll. Natasha Lyonne, Leslye Headland and Amy Poehler (Netflix), 2019.
- Save the Date. Chris Cornell (Paper Dino), 2013.
- Stars Without Number. Kevin Crawford (Sine Nomine), 2010.
- The Edison. Palace Games, San Francisco, 2018 (escape room).
- Time To Drop. Marn S., 2022.
- The Walking Dead. Telltale Games, 2012.
- The West Marches campaign. Ben Robbins, 2001 to 2003.
- Worlds Without Number. Kevin Crawford (Sine Nomine), 2020.
References
- Alexander, Justin. “Don’t Prep Plots.” The Alexandrian, 23 March 2008. https://thealexandrian.net/wordpress/1124/roleplaying-games/dont-prep-plots
- Alexander, Justin. “Game Structures, Part 6: Hexcrawls.” The Alexandrian. https://thealexandrian.net/wordpress/15156/roleplaying-games/game-structures-part-6-hexcrawls
- Alexander, Justin. “Node-Based Scenario Design, Part 1.” The Alexandrian, 27 May 2010. https://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach
- Alexander, Justin. “Pointcrawls.” The Alexandrian. https://thealexandrian.net/wordpress/48666/roleplaying-games/pointcrawls
- Alexander, Justin. “The Art of Pacing, Part 2: Scene-Framing.” The Alexandrian. https://thealexandrian.net/wordpress/31520/roleplaying-games/the-art-of-pacing-part-2-scene-framing
- Alexander, Justin. “The Three Clue Rule.” The Alexandrian, 8 May 2008. https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule
- Ashwell, Sam Kabo. “Standard Patterns in Choice-Based Games.” These Heterogenous Tasks, 26 January 2015. https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/
- Baker, D. Vincent, and Meguey Baker. Apocalypse World. Lumpley Games, 2010 (2nd ed. 2016).
- Bergson, Henri. Laughter: An Essay on the Meaning of the Comic. 1900.
- Bickham, Jack M. Scene and Structure. Writer’s Digest Books, 1993.
- Bordwell, David. “Mutual Friends and Chronologies of Chance.” In Poetics of Cinema. Routledge, 2008. https://en.wikipedia.org/wiki/Hyperlink_cinema
- Brody, Jessica. Save the Cat! Writes a Novel. Ten Speed Press, 2018.
- Campbell, Courtney (“-C”). “On Slaying the Quantum Ogre.” Hack & Slash, September 2011. http://hackslashmaster.blogspot.com/2011/09/on-slaying-quantum-ogre.html
- Campbell, Joseph. The Hero with a Thousand Faces. Pantheon Books, 1949.
- Coyne, Shawn. The Story Grid: What Good Editors Know. Black Irish Entertainment, 2015.
- Edwards, Ron. “GNS and Other Matters of Role-Playing Theory.” The Forge, 2001. http://www.indie-rpgs.com/articles/1/
- Field, Syd. Screenplay: The Foundations of Screenwriting. Dell, 1979.
- Freytag, Gustav. Die Technik des Dramas. 1863. https://en.wikipedia.org/wiki/Dramatic_structure
- Genette, Gérard. Narrative Discourse: An Essay in Method. Cornell University Press, 1980.
- Goldman, William. On “start late, leave early” in screenwriting. No Film School. https://nofilmschool.com/start-late-leave-early
- Gygax, Gary, and Dave Arneson. Dungeons & Dragons (Original Edition). TSR, 1974.
- Harmon, Dan. “Story Structure 101 to 104.” Channel 101 wiki, discussed by Scott Myers. https://scottdistillery.medium.com/dan-harmon-the-heros-journey-and-the-circle-theory-of-story-b64bb77d6976
- Hon, Adrian. “The Ladder: A Hilariously Absurd, Surprisingly Replayable Escape Room.” mssv.net, 6 July 2025. https://mssv.net/2025/07/06/the-ladder-a-hilariously-absurd-surprisingly-replayable-escape-room/
- Ingold, Jon. “Adventures in Text: Innovating in Interactive Fiction.” GDC 2015. https://gdcvault.com/play/1021774/Adventures-in-Text-Innovating-in
- Irpan, Alex. “Writing MIT Mystery Hunt 2023.” https://www.alexirpan.com/2023/02/27/mh-2023.html
- Jenkins, Henry. “Game Design as Narrative Architecture.” In First Person, MIT Press, 2004. http://web.mit.edu/~21fms/People/henry3/games&narrative.html
- Kennedy, Alexis. “Storynexus and Quality-Based Narrative.” Failbetter Games. https://www.failbettergames.com/news/storynexus
- Kutalik, Chris. “Pointcrawl Series Index” (2014) and “Hexcrawls vs Pointcrawls” (2016). Hill Cantons. http://hillcantons.blogspot.com/2014/11/pointcrawl-series-index.html
- Laws, Robin D. Robin’s Laws of Good Game Mastering. Steve Jackson Games, 2002.
- Laws, Robin D. Hamlet’s Hit Points. Gameplaywright Press, 2010.
- McKee, Robert. Story: Substance, Structure, Style, and the Principles of Screenwriting. ReganBooks, 1997.
- Mittell, Jason. “Previously On: Prime Time Serials and the Mechanics of Memory.” Just TV, 3 July 2009. https://justtv.wordpress.com/2009/07/03/previously-on-prime-time-serials-and-the-mechanics-of-memory/
- Nicholson, Scott. “Peeking Behind the Locked Door: A Survey of Escape Room Facilities.” 2015. https://scottnicholson.com/pubs/erfacwhite.pdf
- Robbins, Ben. “Grand Experiments: West Marches.” ars ludi, October 2007. https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
- Ryan, Marie-Laure. Narrative as Virtual Reality. Johns Hopkins University Press, 2001.
- Sanderson, Brandon. “Lecture 7: Try/Fail Cycles.” BYU writing lectures, 2012. https://www.youtube.com/watch?v=QkOMl6xTXIg
- Short, Emily. “Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures.” Emily Short’s Interactive Storytelling, 12 April 2016. https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/
- Snyder, Blake. Save the Cat! The Last Book on Screenwriting You’ll Ever Need. Michael Wiese Productions, 2005.
- Swain, Dwight V. Techniques of the Selling Writer. University of Oklahoma Press, 1965.
- Vogler, Christopher. The Writer’s Journey: Mythic Structure for Writers. Michael Wiese Productions, 1992.
- Whitta, Gary. “The Walking Dead and the Art of Providing No ‘Good’ Choice.” Game Developer. https://www.gamedeveloper.com/design/-i-the-walking-dead-i-and-the-art-of-providing-no-good-choice
Research basis
Consulted while writing; not cited in the text.
- Further Alexandrian essays (the Hexcrawl series and addendum; “On the Matter of Quantum Ogres”; “The Art of Pacing”; “The Secret Life of Nodes, Part 2”). https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl
- Analog Game Studies. “Computing Models of Escape Rooms.” December 2020. https://analoggamestudies.org/2020/12/computing-models-of-escape-rooms/
- Narrative-craft references on the “surprising yet inevitable” ending (Writers.com; Electric Literature on Aristotle’s Poetics). https://writers.com/feature/better-endings-surprising-yet-inevitable-and-astonishing
- “Chekhov’s Gun” (Wikipedia; Scribophile) and “Deus Ex Machina” (Chapter Blog). https://en.wikipedia.org/wiki/Chekhov%27s_gun
- Choice of Games design posts (“How We Plan a ChoiceScript Game”; “Length and Coding Efficiency”; “Vignette Structure as a Means of Controlling Branching”). https://www.choiceofgames.com/2010/05/planning-a-choicescript-game/
- Old-school and open-table campaign references (Crawling for Coppers on Stonehell; Grumpy Wizard; Principia Apocrypha; Prismatic Wasteland; The Retired Adventurer; Jeff Rients on Wessex and FLAILSNAILS; WestMarches.games; ALA Games and Gaming Round Table). https://lithyscaphe.blogspot.com/p/principia-apocrypha.html
- Japanese dramatic-structure references (“Jo-ha-kyū” and “Kishōtenketsu,” Wikipedia). https://en.wikipedia.org/wiki/Jo-ha-ky%C5%AB
- Scene-and-sequel craft (Fawkes on Swain; “Scene and sequel,” Wikipedia; Weiland on Motivation-Reaction Units). https://www.septembercfawkes.com/2021/09/scene-structure-according-to-dwight-v.html
- Pacing guides (Sly Flourish; Roleplaying Tips; Run a Game; The TTRPG Factory; Phd20; The Angry GM). https://slyflourish.com/pacing.html
- Hexcrawl and pointcrawl design (Smale’s Welsh Piper series; Silverarm Press; Traverse Fantasy on OD&D and Outdoor Survival; Wayne’s Books). https://welshpiper.com/hex-based-campaign-design-part-1/
- Escape-room pacing and finale references (Elumir on The Codex; ER Workshop; EscapeRoomSupplier; The Escape Revolution; Mystery Soup Games; Room Escape Artist reviews). https://thecodex.ca/13-rules-for-escape-room-puzzle-design/
- Title/series background pages (Wikipedia on Inception, Dragonlance, Living Greyhawk, Stars Without Number, Outdoor Survival, afternoon, a story; The Digital Antiquarian on Kit Williams; Hatch Escapes and Room Escape Artist on The Ladder; The Edison and Houdini’s Workshop operator pages).
- Murray, Janet. Hamlet on the Holodeck. Free Press, 1997.
- Provost, Gary. 100 Ways to Improve Your Writing. Mentor, 1985.
- Railroading-and-sandbox discourse (RPG Diegesis “Whence cometh ‘Railroading’?”; luckthebard; EN World threads). https://rpgdiegesis.wordpress.com/2023/02/05/whence-cometh-railroading-some-history-of-the-term-and-on-the-german-love-for-trains/
- Totten, Christopher. “Designing and Integrating Puzzles in Action-Adventure Games.” Game Developer, 2019.