WHAT ARE ROLEPLAYING GAMES (or RPGs)?
Role-playing games (RPGs) are open-ended forms of
recreation where each player is assigned or
creates a game character/personality. This creation
can involve just describing the personality (such
as one would describe a person in a story), or it
can involve alloting a certain number of "points"
among various skills and personal attributes for the
character, determining what the character excels at.
Using this fictional character, the player then
interacts with other players inside a storyline
created by a special player often called a Game
Master (GM) or a Dungeon Master (DM).
The Game Master is an author who sets the stage for
the story and then allows players to decide what
they'd like to do. As the various characters converse
and commit actions, the GM determines what the results
of those actions are, then tells the players so that
they can take new actions. (Computer games are basically
the same thing, except that a computer program is telling
the player what has happened, based on her actions.)
Eventually the story reaches some sort of conclusion,
depending on what the characters have done, and that
particular game session is declared to be "over."
In essence, role-playing games are excursions into
interactive fiction, where a group of people
contribute towards creating an interesting and
engrossing story together. Whereas most games are
simplistic in the sense that there are obvious
winners and losers, RPGs reflect the complexity of
real life and encourage cooperation among participants
in a creative fashion. The GM functions more
like a "referee" than an actual player, creating
the story around the players as they decide what
they want to do.
In addition, the game never really "ends" (unless
a character dies). Just like in real life, once
characters have dealt with one situation, there
are more that come up, and gameplay can continue
indefinitely.
There are many sorts of RPGs, mostly broken up by
genre or setting (usually fantasy, medieval, science
fiction, western, horror, gothic, or some combination
thereof). Players can usually find a creative setting
that interests them. Some games use random values
(via dice, for example), modified by a character's
abilities, to determine the outcomes of particular
actions.
So how does the Game Master know how to resolve a
player's actions during play? Each RPG has its own
rules system (called game mechanics) that steers
the GM towards sensible resolutions to character
actions. For example, if a game involves physical
combat, the GM needs to know how to figure out when
(1) a player accurately hits an opponent and
(2) what specifically happens what that opponent
is hit. The RPG's rules give the GM this framework.
The game mechanics cover everything from character
creation to action resolution, and also describe
-- almost like physics -- how the environment works
around the characters as they move through the story.
So what specifically do you do with RPGs?
Based on the previous section, people who play
roleplaying games need to be provided with various
materials:
* Game mechanics: A set of consistent but flexible
rules that can resolve anything that might happen
in a story.
* Character generation capability: The ability to
create characters that seem real and mesh with
the game mechanics.
* Source material: Creative background material (similar
to the setting of a novel -- with places, people,
societies, and events) that Game Masters can use to
tell and develop their stories.
* Accessories: Things that make play move quicker, such
as computer programs that help players create characters
or randomly "roll up" general statistics for a society.
Developing a role-playing game, then, is an act of
creativity and an act of conceptual logic. The creativity
might seem more obvious, since one is creating:
* Societies, each with its own history, political
structure, economy, sociology, customs, technology,
religious beliefs, geography, demographics.
* People to interact with the players' characters
and cause events to occur, which then move along
the adventures.
* Stories that are interesting, challenging, and
inspiring, that give the characters reasons to do
the things they want to do.
However, even the act of creation is controlled by
methodical common sense. For example, all aspects
of a society have to intermesh. Developing a realistic
culture often demands a firm grasp of soft sciences
such as history, philosophy, sociology, anthropology,
political science, and economy.
Also, game mechanics have to function predictably.
It takes a lot of thought to develop either a new
consistent way for the world to work (in essence,
a new "physics") or to emulate the real world's
physics in terms of the game. The same thought that
creates a computer program where on-screen characters
can manipulate items in a game goes into an RPG.
So (at least on the game-design level) intensive work
in RPGs expresses not only creativity but the capacity
to work with systems and complex concepts, getting many
items to function consistently as a coherent whole.
We at ForEverWorld Books have designed our own extensive
game mechanics for a fantasy RPG. We also develop cultures,
which means we have to describe all the things listed above
(anything about a culture that defines the culture, makes
the culture more interesting to explore in, and that would
contribute to possible scenarios and events). For example, we
often build conflicts (whether political, economic,
religious, or social) into a culture, which can then be
used by a Game Master to help develop her own storylines.
--------------------------------------------------
(c) 1998 by David M. McCandless
Material to be used solely in regards to examining
my credentials for employment.
Text file Source (historic): geocities.com/athens/delphi/9147/resume
geocities.com/athens/delphi/9147geocities.com/athens/delphi
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