A roleplaying game (RPG) is a type of game in which players assume the roles of characters and collaboratively create stories. Gameplay progresses according to a predetermined system of rules and guidelines, within which players may improvise freely. Players' choices shape the direction and outcome of roleplaying games.
A roleplaying game rarely has winners or losers. This makes roleplaying games fundamentally different from board games, card games, sports and most other types of games. Like novels or films, roleplaying games appeal because they engage the imagination.
Roleplaying games are typically more collaborative and social than competitive. A typical roleplaying game unites its participants into a single team, known as a "party", that plays as a group. Most roleplaying games are conducted like radio drama: only the spoken component is acted, and players step out of character to describe action and discuss game mechanics. The genre of roleplaying games in which players do perform their characters' physical actions is known as live-action roleplaying games (LARP).
Computer games incorporating settings and game mechanics found in roleplaying games are referred to as computer roleplaying games, or CRPGs. Due to the popularity of CRPGs, the terms "roleplaying game" and "RPG" have both to some degree been co-opted by the computer gaming industry; as a result, traditional non-digital pastimes of this sort are increasingly being referred to as "pen and paper" or "tabletop" roleplaying games, though neither pen and paper nor a table are strictly necessary.
A crucial difference between roleplaying games and traditional fiction is interactivity. Whereas a viewer of a television show is a passive observer, a player at a roleplaying game makes choices that propel the action. Such roleplaying games extend an older tradition of storytelling games where a small party of friends collaborates on a unique adventure.
According to Tracy Hickman’s convictions and experience expressed in his books, novels and essays, in roleplaying, the characters must constantly be confronted with problems and situations strongly based on their morality, so that they face the ethical dilemma of being faithful to their beliefs or betraying them, and players must be aware of the consequences of their decisions, within the conscience of the role the player chose to play at the beginning of the game. To Hickman, roleplaying is an exploration of ethical choice; in his words, “The charactersactions in a role playing game must have lawful consequences just as surely as we expect a mace to do damage. Anything else would be a lie. [. . . Good fantasy demands ethics and good fantasy role playing demands ethical play and design.”
Roleplaying games emerged in the 1970s as a as a variation on fantasy wargames inspired by sword and sorcery fiction, in which each player controlled only a single unit, or "character". These prototypical RPGs used miniature figurines and scaled terrain grids to illustrate action in a way similar to that of tactical wargames, and although these supplementary materials are no longer necessary, they are sometimes still used to illustrate the setting, and this variety of table-top interaction remains a prominent model for roleplaying.
The first commercially available roleplaying game, Dungeons & Dragons, was published in 1974 by E. Gary Gygax's TSR. TSR marketed the game as a niche product. Gygax expected to sell about 50,000 copies.Interview with Gary Gygax at Atlas of Adventure After establishing itself in boutique stores it developed a cult following.
Dungeons & Dragons was a subject of controversy in the 1980s when well-publicized opponents claimed it caused negative spiritual and psychological effects. Academic research has discredited these claimsThe Attacks on Roleplaying Games - originally from the Skeptical Inquirer. Some educators support roleplaying games as a healthy way to hone reading and arithmetic skillsAn educator's opinion of roleplaying games. Though roleplaying has been accepted by someChristian Gamers Guild explaining that one may be Christian and a roleplayer at t\he same time, a few religious conservatives continue to object"Dark Dungeons", a Jack Chick comic tract portraying D&D as the "Filth of Satan" and promoting book burning. Games such as GURPS and Champions also served to introduce game balance between player characters to roleplaying games; later, The Masquerade introduced a rules-light approach, encouraging immersive storytelling.
Competition from computer roleplaying games and collectible card games, led to a decline in the roleplaying game industry. The financially troubled market leader TSR, Inc. was eventually purchased by Wizards of the CoastWizards of the Coast to acquire TSR, Ken Tidwell April 10, 1997. To better cope with the economics of role-playing games, and to combat growing bootlegging problems, they introduced a new regime of open gaming, allowing other companies to publish D&D-compatible supplements. Meanwhile, self-defined "Indie roleplaying" communities arose on the internet, studying roleplaying and developing a threefold model of roleplaying games.
In thirty years the genre has grown from a few hobbyists and boutique publishers to an economically significant part of the games industry. Grass-roots and small business involvement remains substantial while larger projects have attracted several million players worldwide. Games industry leader Hasbro purchased Wizards of the Coast in 1998 for an estimated $325 millionWotC buyout by Hasbro at about.com.
LARPs de-emphasize die rolls and rulebook references. Theatre-style live action roleplaying games often use rock-paper-scissors or direct comparison of attributes to resolve conflicts, while "boffer" games use padded weaponry to simulate real combat. LARPs vary in size from a handful of players to several thousands, and in duration from a couple of hours to whole weeksrec.games.frp.live-action Live Roleplaying FAQ.
Nonetheless, computers and other electronic media are not unknown in roleplaying. Computer-assisted roleplaying games blend elements of traditional roleplaying with computer gaming. Computers are used for recordkeeping and sometimes to resolve combat, while the participants generally make decisions concerning character interaction. This may include tools used to facilitate traditional pen & paper games to be played over the internet. Such tools may be nothing more than an IRC program, but there is also specialised software which includes built-in functions for dice, character sheets, mapping, and such (e.g., OpenRPG).
Some roleplaying games use the internet as their medium. Online text based role playing games, in which players interact through a text-based medium rather than face-to-face, are popular on the internet. Some games are played in a turn-based fashion, whether play-by-mail games using email, or play-by-post games on internet forums. Others are played in a more real-time way, similar to offline games, over TELNET or IRC; these are known as MUDs.
The rules of role-playing games are known as game mechanics. Almost all roleplaying games require the participation of a gamemaster (GM), who creates a setting for the game session, portrays most of its inhabitants and acts as the moderator and rules arbitrator for the players. The rest of the participants create and play inhabitants of the game setting, known as player characters (PCs). The player characters collectively are known as a "party".
During a typical game session, the gamemaster will introduce a story goal for the players to achieve through the actions of their characters. Frequently, this involves interacting with non-player characters, other denizens of the game world, which are played by the gamemaster. Many game sessions contain moments of puzzle solving, negotiation, chases, and combat. The goal may be made clear to the players at the outset, or may become clear to them during the course of a game.
To determine the success or failure of a character's actions, many game systems use weighted statistics and dice rolls. In most systems, the gamemaster uses the rules to determine a target number. The player rolls dice, trying to get a result either more than or less than the target number, depending on the game system. Non-random task resolution (usually called "diceless" as dice are with very few exceptions the primary randomizer in RPGs) is an additional method of resolving; an early and highly popular non-randomized game was the Amber RPG by Erick Wujcik (1990).
Characters in roleplaying games are usually represented by a number of statistics. Many game systems make distinctions between two key types of statistic: attributes and skills.
Attributes are statistics all characters possess: strength, agility, and intelligence are common examples. These are ranked, often on a numeric scale, so that a player can gauge the character's capabilities. For example, a character's strength rating could be used to determine the likelihood that the character can lift a certain weight.
Skills are abilities that only some characters possess, such as negotiation, horseback riding, and marksmanship. Game systems often define skills that are genre-appropriate. For example, Asian adventures commonly emphasize martial arts. Fantasy settings include magic. Science-fiction settings may contain psionics. However, some skills are found in several genres: a medieval rogue and a Wild West outlaw may both be very proficient at throwing knives.
Before play begins, players develop a concept of the role they would like to play in the game. They then use the game system's character creation rules to form a representation of their characters, in terms of game mechanics. The character's statistics are recorded on a special-purpose form called a character sheet. Some systems, like the d20 System, use character classes to define character concepts, while others, such as GURPS, allow the player to create unique character concepts by freely assigning statistics.
Game mechanics are not a substitute for a character concept. For example, one Wild West gunfighter may become a quick drawing revolver marksman, whereas another with similar game statistics could be a mounted rifle expert.
Because the world's most popular roleplaying game, Dungeons & Dragons, is part of the fantasy genre, fantasy is also the most played roleplaying genre. RPGs of the fantasy genre are sometimes collectivelly called "Fantasy roleplaying games" ("FRP").
See Historical role-playing games
The setting in both these styles of horror games is often contemporary, between the 19th century and the current day. Creating the correct mood and air of suspense is very important in these games.
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