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getinthedamnbox द्वारा प्रदान की गई सामग्री. एपिसोड, ग्राफिक्स और पॉडकास्ट विवरण सहित सभी पॉडकास्ट सामग्री getinthedamnbox या उनके पॉडकास्ट प्लेटफ़ॉर्म पार्टनर द्वारा सीधे अपलोड और प्रदान की जाती है। यदि आपको लगता है कि कोई आपकी अनुमति के बिना आपके कॉपीराइट किए गए कार्य का उपयोग कर रहा है, तो आप यहां बताई गई प्रक्रिया का पालन कर सकते हैं https://hi.player.fm/legal
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The Story of the World

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getinthedamnbox द्वारा प्रदान की गई सामग्री. एपिसोड, ग्राफिक्स और पॉडकास्ट विवरण सहित सभी पॉडकास्ट सामग्री getinthedamnbox या उनके पॉडकास्ट प्लेटफ़ॉर्म पार्टनर द्वारा सीधे अपलोड और प्रदान की जाती है। यदि आपको लगता है कि कोई आपकी अनुमति के बिना आपके कॉपीराइट किए गए कार्य का उपयोग कर रहा है, तो आप यहां बताई गई प्रक्रिया का पालन कर सकते हैं https://hi.player.fm/legal
"You wake in an unknown place. You don't know where you are or how you got here." Amnesia and danger. In video games, it's a familiar scene---so familiar that its weirdness has been worn away by repetition. It's a trope! It happens all the time! Characters get amnesia; it's just what they do. They get amnesia, explore their world, pick things up, and fight monsters. But these tropes become a lot less familiar when they're plopped into the pages of a book, where (in the absence of a player) characters are expected to have motivations that are entirely their own. Why would a character who is lost and scared "go north," "get food," or "attack monster"? How does it feel to "search corpse"? What does someone actually do when instructed to "check inventory"? To plumb these depths, I made a game. I recruited friends to play the game. Then I adapted that experience into a book. And I made that book into a radio drama. This is the result. I hope you enjoy it.
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The Story of the World

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getinthedamnbox द्वारा प्रदान की गई सामग्री. एपिसोड, ग्राफिक्स और पॉडकास्ट विवरण सहित सभी पॉडकास्ट सामग्री getinthedamnbox या उनके पॉडकास्ट प्लेटफ़ॉर्म पार्टनर द्वारा सीधे अपलोड और प्रदान की जाती है। यदि आपको लगता है कि कोई आपकी अनुमति के बिना आपके कॉपीराइट किए गए कार्य का उपयोग कर रहा है, तो आप यहां बताई गई प्रक्रिया का पालन कर सकते हैं https://hi.player.fm/legal
"You wake in an unknown place. You don't know where you are or how you got here." Amnesia and danger. In video games, it's a familiar scene---so familiar that its weirdness has been worn away by repetition. It's a trope! It happens all the time! Characters get amnesia; it's just what they do. They get amnesia, explore their world, pick things up, and fight monsters. But these tropes become a lot less familiar when they're plopped into the pages of a book, where (in the absence of a player) characters are expected to have motivations that are entirely their own. Why would a character who is lost and scared "go north," "get food," or "attack monster"? How does it feel to "search corpse"? What does someone actually do when instructed to "check inventory"? To plumb these depths, I made a game. I recruited friends to play the game. Then I adapted that experience into a book. And I made that book into a radio drama. This is the result. I hope you enjoy it.
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25 एपिसोडस

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