Ghostbusters (role-playing Game)
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Ghostbusters (role-playing Game)
''Ghostbusters'' is a comedy role-playing game designed by Sandy Petersen, Lynn Willis and Greg Stafford and published by West End Games in 1986. It is based on the 1984 film ''Ghostbusters''. Setting The ''Ghostbusters'' role-playing game is set in the same fictional universe as the ''Ghostbusters'' films, but in a period sometime after the first film. In the game, the original Ghostbusters have created a corporation known as Ghostbusters International, which sells Ghostbusters franchising, franchises to individuals around the world. Most player characters in the ''Ghostbusters'' role-playing game are franchisees who operate in cities outside the film's New York locale. The game does, however, include profiles of the original four Ghostbusters for gamers who wish to role-play the cinematic characters or have them appear as non-player characters. While the ''Ghostbusters'' films limit the Ghostbusters to combating ectoplasmic entities such as ghosts and demons, the ''Ghostb ...
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Sandy Petersen
Carl Sanford Joslyn "Sandy" Petersen (born September 16, 1955) is an American game designer. He worked at Chaosium, contributing to the development of ''RuneQuest'' and later creating the acclaimed and influential horror role-playing game ''Call of Cthulhu''. He would later join id Software where he would work on the development of the ''Doom'' franchise and ''Quake''. Biography Petersen was born in St. Louis, Missouri and developed the love for dinosaurs at age 3. He studied paleontology in college and later attended University of California, Berkeley, majoring in zoology. Work Chaosium He is a well-known fan of H. P. Lovecraft, whose work he first encountered in a World War II Armed Services Edition of '' The Dunwich Horror and other Weird Tales'' found in his father's library. In 1974, ''Dungeons & Dragons'' brought his interest to role-playing games. He became a full-time staff member at Chaosium. His interest for role-playing games and H. P. Lovecraft were fused when h ...
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Time Travel
Time travel is the concept of movement between certain points in time, analogous to movement between different points in space by an object or a person, typically with the use of a hypothetical device known as a time machine. Time travel is a widely recognized concept in philosophy and fiction, particularly science fiction. The idea of a time machine was popularized by H. G. Wells' 1895 novel ''The Time Machine''. It is uncertain if time travel to the past is physically possible, and such travel, if at all feasible, may give rise to questions of causality. Forward time travel, outside the usual sense of the perception of time, is an extensively observed phenomenon and well-understood within the framework of special relativity and general relativity. However, making one body advance or delay more than a few milliseconds compared to another body is not feasible with current technology. As for backward time travel, it is possible to find solutions in general relativity that allow ...
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Over The Edge (game)
''Over the Edge'' is a surreal role-playing game of secrets and conspiracies, taking place on the mysterious Island of Al Amarja. It was created by Jonathan Tweet with Robin Laws, and published by Atlas Games. ''Over The Edge'' departed from the model of predefined character attributes and skills, in favour of player-chosen traits; and was among the first to be based on the dice pool, where the number of dice rolled, rather than how they are interpreted, is determined by the characters' abilities. Both ''Over the Edge'' and '' Vampire: The Masquerade'' were based upon a project between Jonathan Tweet and Mark Rein·Hagen which followed their development of ''Ars Magica'' for Lion Rampant. They share the concept of a dice pool, which they presumably inherit from that initial design. This game mechanic had previously been seen in West End Games' ''Ghostbusters'' and '' Star Wars,'' and FASA's Shadowrun roleplaying games. While ''Vampire'' has achieved far more popularity, '' ...
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Mark Rein-Hagen
Mark Rein-Hagen, stylized as Mark Rein•Hagen (born 1964), is an American role-playing, card, video and board game designer best known as the creator of '' Vampire: The Masquerade'' and its associated ''World of Darkness'' games. Along with Jonathan Tweet, he is also one of the original two designers of ''Ars Magica''. Career Late 1980s: Lion Rampant and ''Ars Magica'' In 1987, Rein-Hagen and Jonathan Tweet founded game publisher Lion Rampant while students at Saint Olaf College; there they met Lisa Stevens who later joined the company. Rein-Hagen and Tweet designed ''Ars Magica'' over a period of nine months, publishing it in 1987. Lion Rampant encountered financial difficulties in 1990, but after Stevens pitched the idea of a merger to Rein-Hagen and Stewart Wieck, they decided to merge White Wolf and Lion Rampant forming a new company White Wolf Game Studio, with the two as co-owners. Of his experience at Lion Rampant, Rein-Hagen recalls 1990s: ''Vampire: The Masquerade'' ...
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Jonathan Tweet
Jonathan Tweet (born 1965) is an American game designer who has been involved in the development of the role-playing games ''Ars Magica'', ''Everway'', ''Over the Edge (game), Over the Edge'', ''Talislanta'', the third edition of ''Dungeons & Dragons'' and ''13th Age'', and the collectible miniatures game ''Dreamblade''. In 2015 Tweet released ''Grandmother Fish'', a full-color, full-sized book about evolution aimed at preschoolers. In 2018 Tweet released ''Clades'' and ''Clades Prehistoric'', two card games for children and adults which demonstrate the concept of a clade. Early life Native to Rock Island, Illinois, Tweet is the son of Roald Tweet, an Augustana College (Illinois), Augustana College professor emeritus and local historian, and Margaret Tweet. Jonathan Tweet started playing ''D&D'' in the 1970s, when his father gave him his first ''Dungeons & Dragons'' game. He then formed his own gaming group by recruiting classmates. Tweet graduated from Rock Island High School ...
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Ars Magica
''Ars Magica'' is a role-playing game set in 'Mythic Europe' – a historically grounded version of Europe and the Levant around AD 1200, with the added conceit that conceptions of the world prevalent in folklore and institutions of the High Middle Ages are factual reality (a situation known informally as the "medieval paradigm"). The players' involvement revolves around an organization of magi and their allies and foes both mundane and supernatural. The game was originally developed by Jonathan Tweet and Mark Rein-Hagen, with its first edition published in 1987. The current edition (the game's fifth) was written by David Chart, and published in 2004 by Atlas Games, who continue to develop new material for it. ''Ars Magica'' was one of the first examples of a troupe system. Early editions recommended that the players collaborate to create the campaign world and story with: * Each player having an opportunity to be Story Guide. (e.g. alternating by play session, 'chapter' o ...
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The Roleplaying Game
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Role-playing Game System
A role-playing game system is a set of game mechanics used in a tabletop role-playing game (TTRPG) to determine the outcome of a character's in-game actions. History By the late 1970s, the Chaosium staff realized that Steve Perrin's ''RuneQuest'' system had the potential to become a "house system", where one set of game mechanics could be used for multiple games; Greg Stafford and Lynn Willis proved that theory by boiling down the RuneQuest rules into the thin 16-page ''Basic Role-Playing'' (1980). Hero Games used their ''Champions'' rules as the basis for their Hero System. The Pacesetter house system centered on a universal "action table" that used one chart to resolve all game actions. Steve Jackson became interested in publishing a new roleplaying system, designed by himself, with three goals: that it be detailed and realistic; logical and well-organized; and adaptable to any setting and any level of play; this system was eventually released as ''GURPS'' (1986). The ''D&D'' ...
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Game Mechanics
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desig ...
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Dice Pool
In some role-playing game (RPG) systems, the dice pool is the number of dice that a player is allowed to roll when attempting to perform a certain action. Mechanics In many RPG systems, non-trivial actions often require dice rolls. Some RPGs roll a fixed number of dice, add a number to the die roll based on the character's Attribute (role-playing games), attributes and Skill (role-playing games), skills, and compare the resulting number with a difficulty rating. In other systems, the character's attributes and skills determine the number of dice to be rolled. Dice pool systems generally use a single size of die, the most common being Six-sided dice, six- or Ten-sided die, ten-sided dice (d6s or d10s), though in some games a character's Attributes or Skills may determine the size of the dice in the pool, as well as their number (such as ''Deadlands''). While such games may require different sized dice for different rolls, the dice in a given pool are usually all the same size. ...
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Gamemaster
A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are more common in co-operative games in which players work together than in competitive games in which players oppose each other. The act performed by a gamemaster is sometimes referred to as "Gamemastering" or simply "GM-ing". The role of a gamemaster in a traditional table-top role-playing game (pencil-and-paper role-playing game) is to weave the other participants' player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system. The role of a gamemaster in an ...
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Dice
Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance. A traditional die is a cube with each of its six faces marked with a different number of dots ( pips) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are designed to favor some results over others for cheating or entertainment. History Dice have been used since before recorded history, and it is uncertain where they originated. It is theorized that dice developed from the practice ...
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