Pen and paper role-playing game: Difference between revisions

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* Conversely, a '''non-player character''' (NPC) is a character controlled by the GM.  Players and GM don't usually control characters outside of their own.
* Conversely, a '''non-player character''' (NPC) is a character controlled by the GM.  Players and GM don't usually control characters outside of their own.
==Mechanics==
There are a plethora of role-playing games on the market today, either available from games and hobby stores, by mail order, via download from the web or online purchase, etc., not to mention many "home grown" systems developed by players.  While every game will have its own settings and rules, certain characteristics are common to almost all.
===The character===
Details of the character will be recorded on a special sheet.  In most games, characters will have several primary attributes or statistics, recording how strong, dextrous or intelligent the character is, for example.  In addition to these basic attributes, the character may also have a number of skills in various areas.  Depending on the game's setting, these may include combat skills; specialist knowledges such as how to pilot a ship, perform first aid, negotiate deals successfully, or how to survive in the wilderness; or innate skills such as being able to spot hidden objects or being ambidexterous.
Again, depending on the setting, characters may or may not have special abilities.  When these are present in a game, they will generally be something that sets the character apart from the ordinary denizens of the games fictional setting.  In a game set in the superhero genre, for example, these would be the character's super powers.  In a fantasy game, they might be the ability to cast spells or perform extraordinary combat feats.
Some games will require the character to belong to one or more pre-defined archetypes.  Depending on the game, this may place a limit on powers, abilities or skills open to the character, and/or may grant others not available to characters who are not a member of that archetype.  For example, characters in the various Dungeons and Dragons games must belong to a race (such as human, elf or dwarf) and class (such as fighter, thief, or wizard), while characters in the horror game "Vampire" must belong to one of a number of vampire clans.
====Character creation====
Each player will need to either create a character, or use a "pre-made" character supplied with the game or created by the GM.  Various systems have evolved for doing this.  The most common are:
* Random.  The player will roll various dice to determine the character's prime abilites, such as how strong or intelligent the character is.  Modifications to the dice rolls may be allowed.
* Points-based.  The player will be given a certain number of points which may be used to purchase the desired scores in an ability, and any skills or special abilities required.
In addition to abilities and skills, the player will also be expected to create a background history and personality for the character he will be playing in the game.  Generally, the personality must conform to or be in keeping with the character's statistics - a character created with a low intelligence score, for example, should be portrayed as such by its player, regardless of the intelligence of the actual ''player''.
===Task resolution===
All role-playing games will have one or more systems of task resolution.  The purpose of such systems is to determine the success or otherwise of actions taken by the PCs and NPCs.  Subsystems may cover such areas as combat, item creation, problem solving, etc.  Rules and modifiers will generally cover areas such as:
* Simple tasks - e.g., accomplishing something such as opening a stuck door;
* Cooperative tasks - e.g., two or more PCs attempting to help each other open a stuck door;
* Opposed tasks - e.g., trying to open a door that is being held shut by another PC or NPC.
Most task resolution systems involve a random element, e.g., a dice roll, usually combined with any relevant attributes or skills a character may be able to apply.  Generally, the GM will announce a difficulty for a given task, or a target number that must be rolled.  He may also announce any applicable modifiers effecting the situation - for instance, a normally simple task for a rogue character of picking a lock in a dungeon might be made more complicated if the character was also under fire from enemies.


==Origin==
==Origin==
The first modern role-playing game is ''[[Dungeons and Dragons]]'', which was created by Gary Gygax and Dave Arneson in the early 1970s.  The concept for the game arose after Gygax, Arneson and their friends had been playing [[miniature wargame]]s for some time, using a fantasy setting.  They developed rules allowing for combat between figures representing individual heroes, rather than units.  Over time, their play came more and more to focus on the individual level, which led to them developing adventures where these adventurers would take on fantasy monsters such as orcs and dragons.
The first role-playing game was ''[[Dungeons and Dragons]]'', created by Gary Gygax and Dave Arneson in the early 1970s.  The concept for the game arose after Gygax, Arneson and their friends had been playing [[miniature wargame]]s for some time, using a fantasy setting.  They developed rules allowing for combat between figures representing individual heroes, rather than units.  Over time, their play came more and more to focus on the individual level, which led to them developing adventures where these adventurers would take on fantasy monsters such as orcs and dragons.


==History==
==History==

Revision as of 06:48, 29 August 2007

A role-playing game, often abbreviated to "RPG" and sometimes called a pen and paper or tabletop RPG to differentiate it from other styles of role-playing game, is a form of interactive storytelling game where the players each control a created "player character" (PC). Usually, the players are not in complete control of events, but must react to situations described by a referee, or "game master" (GM).

An analogy would be that role-playing games are "playing pretend". But whereas every child has played such games as "cops and robbers" or "cowboys and indians", the pre-defined cause-and-effect rules of RPGs provide a coherent set of conditions which will determine the characters' success or failure. For example, a child playing "cops and robbers" may argue back and forth with his friends about whether he has "killed" one of the other players - a player in a role-playing game knows that if she rolls a certain number or better on a dice roll, then her character will successfully strike her target.

The vast majority of role-playing games take place in fictional settings. The fantasy genre is the most popular, but almost every fictional genre is catered for by games publishers, including science fiction, horror, superhero, crime and mystery, conspiracy, and "real world" adventure. The fictional world the players' characters adventure in may be based on a published work or may be created from scatch by the game master.

Ultimately, the goal of RPGs is for the players to have fun, often emphasized by a "golden rule" displayed prominently in the beginning of the main rulebook. The secondary goals of a game are either to accomplish some goal of the player characters (PC) within the story world, or to "win" the game by either constantly improving a PC's stats and equipment, eliminating all opposition, or merely surviving. All of this is mediated by a "game master" (GM). In most RPGs, co-operative play is emphasised - the players (and their characters) must work as a team to accomplish their goals.

Basic RPG terminology

  • The game master (GM) fulfills several roles in a game. He is the referee where rules are concerned, but a more important function is to involve the players in the game by describing what their characters can see, hear and experience. He must also play the role of every other character in the game world, other than the players' characters, and must ensure that everything reacts appropriately to the PCs' actions.
  • A player character (PC), is a character controlled by, but different from, a player in the game. Depending on the game and the genre it is set in, a PC may be a valiant knight, evil vampire, or a bold explorer. While the player may describe the actions his character is taking, the "role-playing" aspect is expressed when the character speaks - a player is generally expected to speak in the first person as if they were the character they are playing.
  • Conversely, a non-player character (NPC) is a character controlled by the GM. Players and GM don't usually control characters outside of their own.

Mechanics

There are a plethora of role-playing games on the market today, either available from games and hobby stores, by mail order, via download from the web or online purchase, etc., not to mention many "home grown" systems developed by players. While every game will have its own settings and rules, certain characteristics are common to almost all.

The character

Details of the character will be recorded on a special sheet. In most games, characters will have several primary attributes or statistics, recording how strong, dextrous or intelligent the character is, for example. In addition to these basic attributes, the character may also have a number of skills in various areas. Depending on the game's setting, these may include combat skills; specialist knowledges such as how to pilot a ship, perform first aid, negotiate deals successfully, or how to survive in the wilderness; or innate skills such as being able to spot hidden objects or being ambidexterous.

Again, depending on the setting, characters may or may not have special abilities. When these are present in a game, they will generally be something that sets the character apart from the ordinary denizens of the games fictional setting. In a game set in the superhero genre, for example, these would be the character's super powers. In a fantasy game, they might be the ability to cast spells or perform extraordinary combat feats.

Some games will require the character to belong to one or more pre-defined archetypes. Depending on the game, this may place a limit on powers, abilities or skills open to the character, and/or may grant others not available to characters who are not a member of that archetype. For example, characters in the various Dungeons and Dragons games must belong to a race (such as human, elf or dwarf) and class (such as fighter, thief, or wizard), while characters in the horror game "Vampire" must belong to one of a number of vampire clans.

Character creation

Each player will need to either create a character, or use a "pre-made" character supplied with the game or created by the GM. Various systems have evolved for doing this. The most common are:

  • Random. The player will roll various dice to determine the character's prime abilites, such as how strong or intelligent the character is. Modifications to the dice rolls may be allowed.
  • Points-based. The player will be given a certain number of points which may be used to purchase the desired scores in an ability, and any skills or special abilities required.

In addition to abilities and skills, the player will also be expected to create a background history and personality for the character he will be playing in the game. Generally, the personality must conform to or be in keeping with the character's statistics - a character created with a low intelligence score, for example, should be portrayed as such by its player, regardless of the intelligence of the actual player.

Task resolution

All role-playing games will have one or more systems of task resolution. The purpose of such systems is to determine the success or otherwise of actions taken by the PCs and NPCs. Subsystems may cover such areas as combat, item creation, problem solving, etc. Rules and modifiers will generally cover areas such as:

  • Simple tasks - e.g., accomplishing something such as opening a stuck door;
  • Cooperative tasks - e.g., two or more PCs attempting to help each other open a stuck door;
  • Opposed tasks - e.g., trying to open a door that is being held shut by another PC or NPC.

Most task resolution systems involve a random element, e.g., a dice roll, usually combined with any relevant attributes or skills a character may be able to apply. Generally, the GM will announce a difficulty for a given task, or a target number that must be rolled. He may also announce any applicable modifiers effecting the situation - for instance, a normally simple task for a rogue character of picking a lock in a dungeon might be made more complicated if the character was also under fire from enemies.

Origin

The first role-playing game was Dungeons and Dragons, created by Gary Gygax and Dave Arneson in the early 1970s. The concept for the game arose after Gygax, Arneson and their friends had been playing miniature wargames for some time, using a fantasy setting. They developed rules allowing for combat between figures representing individual heroes, rather than units. Over time, their play came more and more to focus on the individual level, which led to them developing adventures where these adventurers would take on fantasy monsters such as orcs and dragons.

History

Business model

Rules

Characters

A PC's stats determine what he or she can do according to the rules. Stats are generally sectioned into primary stats, secondary stats, and special abilities. Secondary stats deal with specifics (e.g., skills) and are based on primary stats (e.g., intelligence). Both primary and secondary stats can be modified by advantages and disadvantages applying to specific situations, such as being more (or less) apt with social skills. Special abilities can be thought of as superpowers; they're character-defining abilities that are neither constant enough among character types to be primary stats, nor specific enough to be considered secondary. Special abilities can modify and be modified by primary and secondary stats, however. Specific kinds of magic, advanced technology, or superpowers are the most iconic kinds of special abilities. (in progress...)