Bibliography: The Simple Approach

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The Simple Approach treats roleplaying as a form of interactive storytelling rather than a mechanical exercise. Instead of looking to traditional game design, it draws inspiration from screenwriting, television writing, literature, media production, psychology, and cultural theory, disciplines that focus on structure, pacing, character development, and audience engagement. The books listed here provide insights into storytelling techniques, creative process, worldbuilding, roleplaying theory, and narrative-driven play, all of which shape how The Simple Approach prioritizes investigation, interaction, and creative collaboration over mechanics and competition.

These sources have influenced trait-based mechanics, scenario design, worldbuilding, and player-driven storytelling, ensuring that roleplaying feels natural, adaptable, and engaging. Whether you’re looking to deepen your understanding of character arcs, scene dynamics, or narrative tension, these books offer tools that translate seamlessly into roleplaying experiences.

Storytelling and Narrative Structure

Campbell, J. (1949). The Hero with a Thousand Faces. Pantheon Books.

Field, S. (2005). Screenplay: The Foundations of Screenwriting (Rev. ed.). Delta.

Greenblatt, S. (Ed.). (2015). The Norton Shakespeare (3rd ed.). W. W. Norton & Company.

Hauge, M. (2011). Writing Screenplays That Sell: The Complete Guide to Turning Story Concepts into Movie and Television Deals. HarperCollins.

Kallas, C. (2010). Creative Screenwriting: Understanding Emotional Structure. Palgrave Macmillan.

Miller, C. H. (2014). Digital Storytelling: A Creator’s Guide to Interactive Entertainment. Focal Press.

Nash, J. (2019). Save the Cat! Writes for TV: The Last Book on Creating Binge-Worthy Content You'll Ever Need. Ten Speed Press.

Snyder, B. (2005). Save the Cat! The Last Book on Screenwriting You'll Ever Need. Michael Wiese Productions.

Tierno, M. (2002). Aristotle’s Poetics for Screenwriters: Storytelling Secrets from the Greatest Mind in Western Civilization. Hyperion.

Tobias, R. B. (1993). 20 Master Plots: And How to Build Them. Writer's Digest Books.

Tolkien, J. R. R. (1966). On Fairy Stories. In The Tolkien Reader (pp. 33–99). Ballantine Books.

Episodic Storytelling

Brody, L. (2010). Television Writing: From the Inside Out: Your Channel to Success. Michael Wiese Productions.

Douglas, P. (2005). Writing the TV Drama Series: How to Succeed as a Professional Writer in TV. Michael Wiese Productions.

Landau, N. (2015). TV Writing On Demand: Creating Great Content in the Digital Era. Focal Press.

Newman, M. Z. (2014). Legitimating Television: Media Convergence and Cultural Status. Routledge.

Rabkin, W. (2011). Writing the Pilot. Moon & Sun & Whiskey Inc.

Rosenthal, A. (2007). Writing Docudrama: Dramatizing Reality for Film and TV. Southern Illinois University Press.

Smith, E. S. (1994). Writing Television Sitcoms. Penguin Books.

Thompson, R. J., & Burns, G. (1990). Television Studies: Textual Analysis. Praeger.

Media Production

Corman, R., & Jerome, J. (1990). How I Made a Hundred Movies in Hollywood and Never Lost a Dime. Da Capo Press.

Friedman, L. B. (2006). Writing for Visual Media. Focal Press.

Kellison, C., Morrow, D., & Morrow, K. (2013). Producing for TV and New Media: A Real-World Approach for Producers. Focal Press.

Kindem, G., & Musburger, R. B. (2009). Introduction to Media Production: The Path to Digital Media Production. Focal Press.

Mamet, D. (1992). On Directing Film. Penguin Books.

Parker, P. (1999). The Art and Science of Screenwriting. Intellect Books.

Interactive Narrative

Gygax, G. (1979). Advanced Dungeons & Dragons: Dungeon Master’s Guide. TSR, Inc.

Hensley, S. (2007). Savage Worlds: Explorer's Edition. Pinnacle Entertainment Group.

Jackson, S. (1994). GURPS Basic Set: 3rd Edition. Steve Jackson Games.

Klug, G. C. (1983). James Bond 007: Role-Playing In Her Majesty's Secret Service. Victory Games.

Laws, R. (2010). Hamlet’s Hit Points. Gameplaywright Press.

Laws, R. (2002). Robin’s Laws of Good Gamemastering. Steve Jackson Games.

Miller, M. (1977). Traveller: Science-Fiction Adventure in the Far Future. Game Designers' Workshop.

O'Sullivan, S. (1995). Fudge: Fantastic Universal Role-Playing Game. Grey Ghost Press.

Creativity and Cultural Theory

Alinsky, S. D. (1971). Rules for Radicals: A Practical Primer for Realistic Radicals. Random House.

Asimov, J. (1987). How to Enjoy Writing: A Book of Aid and Comfort. Walker and Company.

Baty, C. (2004). No Plot? No Problem! A Low-Stress, High-Velocity Guide to Writing a Novel in 30 Days. Chronicle Books.

Bowie, D. (2016). David Bowie: The Last Interview and Other Conversations. Melville House.

Carroll, R. (2018). The Bullet Journal Method: Track the Past, Order the Present, Design the Future. Portfolio/Penguin.

Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.

Csikszentmihalyi, M. (1996). Creativity: Flow and the Psychology of Discovery and Invention. HarperCollins.

Dewey, J. (1934). Art as Experience. Perigee Books.

Goleman, D. (1995). Emotional Intelligence: Why It Can Matter More than IQ. Bantam Books.

Kleon, A. (2012). Steal Like an Artist: 10 Things Nobody Told You About Being Creative. Workman Publishing.

McLuhan, M., & Fiore, Q. (1967). The Medium is the Massage: An Inventory of Effects. Bantam Books.

McNelly, W. E. (Ed.). (1984). The Dune Encyclopedia. Berkley Books.

Pauk, W., & Owens, R. J. Q. (2010). How to Study in College (10th ed.). Cengage Learning.

Rilke, R. M. (1993). Letters to a Young Poet (M. D. Herter Norton, Trans.). W. W. Norton & Company. (Original work published 1929)

Rollins, H. (1995). Get in the Van: On the Road with Black Flag. 2.13.61 Publications.

Schmidt, V. L. (2001). 45 Master Characters: Mythic Models for Creating Original Characters. Writer's Digest Books.

Tyler, J. E. A. (1976). The Tolkien Companion. St. Martin's Pre

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