Converting to Tabletop
Abstract
This chapter covers the issues and challenges which arise from the change in medium from the IP's source medium to a tabletop game. As there will be no automation, source content will need simplifying so it can be made physical and remain easy to execute by players as they play, including any accessibility provisions. As the physical medium requires components, it is necessary to understand how to extract the most content and flexibility from their finite quantity while portraying enough of the IP and staying within budget. The change to tabletop can mean a different perspective of the IP itself, too, such as when switching from a source usually experienced from a single protagonist's experience of a story to a multiplayer game which is viewed from many standpoints. The tabletop game must deliver interactivity to provide players agency and must give enough variety in experience and outcome, even if the source is a single, fixed story. Investing time in designing in a smart way can make this process more efficient, deliver more consistency across the game and IP, and make further designing easier.
Fields of Study & Subjects
Digital Games and Media
Literature
Culture
and Aesthetics
Educational Games and Gamification
Publication details
- Journal / source
- CRC Press eBooks
- Pages
- 92–134
- Publication date
- 11 March 2026
- Language
- EN
- Document type
- Book chapter