Freeform Role-playing
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Freeform Role-playing
Freeform role-playing games, also called freeforms, are a type of role-playing game which employ informal or simplified rule sets, emphasise costume and theatricality, and typically involve large numbers (eight to two hundred and fifty) of players in a common setting. Actions are typically adjudicated on the spot by a referee, though variants exist whereby players jointly mediate their own actions. Theatre-style LARP The most common form of freeform game is the Theatre-style live action role-playing game (LARP). Such freeforms have sprung up around the world independently. Some sources suggest the genre originated in Australia where the first large-scale (100 player) freeform was played at the CanCon gaming convention in Canberra in January 1983, quickly spreading to Melbourne and later Sydney gaming conventions. Others suggest Iceland, or to games played at the University of York and popularised in the fanzine Aslan in the late nineteen eighties. Freeforms are particularly po ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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MUSH
In multiplayer online games, a MUSH (a backronymed variation on MUD most often expanded as Multi-User Shared Hallucination, though Multi-User Shared Hack, Habitat, and Holodeck are also observed) is a text-based online social medium to which multiple users are connected at the same time. MUSHes are often used for online social intercourse and role-playing games, although the first forms of MUSH do not appear to be coded specifically to implement gaming activity. MUSH software was originally derived from MUDs; today's two major MUSH variants are descended from TinyMUD, which was fundamentally a social game. MUSH has forked over the years and there are now different varieties with different features, although most have strong similarities and one who is fluent in coding one variety can switch to coding for the other with only a little effort. The source code for most widely used MUSH servers is open source and available from its current maintainers. A primary feature of MUSH codeba ...
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Collaborative Fiction
Collaborative fiction is a form of writing by a group of authors who share creative control of a story. Collaborative fiction can occur for commercial gain, as part of education, or recreationally – many collaboratively written works have been the subject of a large degree of academic research. Process A collaborative author may focus on a specific protagonist or character in the narrative thread, and then pass the story to another writer for further additions or a change in focus to a different protagonist. Alternatively, authors might write the text for their own particular subplot within an overall narrative, in which case one author may have the responsibility of integrating the story as a whole. In Italy, various groups of authors have developed more advanced methods of interaction and production The methods used by commercial collaborative writers vary tremendously. When beginning writing the short story 'the toy mill' Karl Schroeder and David Nickle began by writi ...
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Play-by-mail Game
A play-by-mail game (also known as a PBM game, PBEM game, or a turn-based game) is a game played through postal mail, email or other digital media. Correspondence chess and Go were among the first PBM games. ''Diplomacy'' has been played by mail since 1963, introducing a multi-player aspect to PBM games. Flying Buffalo Inc. pioneered the first commercially available PBM game in 1970. A small number of PBM companies followed in the 1970s, with an explosion of hundreds of startup PBM companies in the 1980s at the peak of PBM gaming popularity, many of them small hobby companies—more than 90 percent of which eventually folded. A number of independent PBM magazines also started in the 1980s, including '' The Nuts & Bolts of PBM'', '' Gaming Universal'', ''Paper Mayhem'' and '' Flagship''. These magazines eventually went out of print, replaced in the 21st century by the online PBM journal '' Suspense and Decision''. Play-by-mail games—becoming known as "turn-based games" in t ...
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Play-by-post Gaming
A play-by-post role-playing game (or sim) is an online text-based role-playing game in which players interact with each other and a predefined environment via text. It is a subset of the online role-playing community which caters to both gamers and creative writers. Play-by-post games may be based on other role-playing games, non-game fiction including books, television and movies, or original settings. This activity is closely related to both interactive fiction and collaborative writing. Compared to other roleplaying game formats, this type tends to have the loosest rulesets. History Play-by-post roleplaying has its origins on the large computer networks and bulletin board systems of major universities in the United States in the 1980s. It drew heavily upon the traditions of fanzines and off-line role-playing games. The introduction of IRC enabled users to engage in real-time chat-based role-playing and resulted in the establishment of open communities. Development of fo ...
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Verisimilitude
In philosophy, verisimilitude (or truthlikeness) is the notion that some propositions are closer to being true than other propositions. The problem of verisimilitude is the problem of articulating what it takes for one false theory to be closer to the truth than another false theory. This problem was central to the philosophy of Karl Popper, largely because Popper was among the first to affirm that truth is the aim of scientific inquiry while acknowledging that most of the greatest scientific theories in the history of science are, strictly speaking, false. If this long string of purportedly false theories is to constitute progress with respect to the goal of truth, then it must be at least possible for one false theory to be closer to the truth than others. Karl Popper Popper assumed that scientists are interested in highly informative theories, in part for methodological reasons—the more informative a theory, the easier it is to test, and the greater its predictive powe ...
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Powergaming
Powergaming (or power gaming or optimization) is a style of interacting with games or game-like systems, particularly video games, boardgames, and, role-playing games, with the aim of maximizing progress towards a specific goal. Other players may consider this disruptive when done to the exclusion of all other considerations, such as storytelling, atmosphere, and camaraderie. When focusing on the letter of the rules over the spirit of the rules, it is often seen as unsporting, un-fun, or unsociable. This behavior is most often found in games with a wide range of game features, lengthy campaigns, or prize tournaments such as massively multiplayer or collectible games. Description Powergaming in roleplaying games can take several forms. One form is the deliberate creation of optimal player characters (PCs), with the aim of maximising the power the player wields in the game world. This is known as min-maxing, due to the practice of maximising desirable or "powerful" traits while mini ...
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Consent (roleplaying)
An online text-based role playing game is a role-playing game played online using a solely text-based interface. Online text-based role playing games date to 1978, with the creation of ''MUD1'', which began the MUD heritage that culminates in today's MMORPGs. Some online-text based role playing games are video games, but some are organized and played entirely by humans through text-based communication. Over the years, games have used TELNET, internet forums, IRC, email and social networking websites as their media. There are varied genres of online text-based roleplaying, including fantasy, drama, horror, anime, science fiction, and media-based fan role-play. Role-playing games based on popular media (for example, the Harry Potter series) are common, and the players involved tend to overlap with the relevant fandoms. Varieties MUDs Precursor to the now more popular MMORPGs of today are the branch of text-based games known as MUD, MOO, MUCK, MUSH et al., a broad family ...
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Online Text-based Role-playing Game
An online text-based role playing game is a role-playing game played online using a solely text-based interface. Online text-based role playing games date to 1978, with the creation of ''MUD1'', which began the MUD heritage that culminates in today's MMORPGs. Some online-text based role playing games are video games, but some are organized and played entirely by humans through text-based communication. Over the years, games have used TELNET, internet forums, IRC, email and social networking websites as their media. There are varied genres of online text-based roleplaying, including fantasy, drama, horror, anime, science fiction, and media-based fan role-play. Role-playing games based on popular media (for example, the Harry Potter series) are common, and the players involved tend to overlap with the relevant fandoms. Varieties MUDs Precursor to the now more popular MMORPGs of today are the branch of text-based games known as MUD, MOO, MUCK, MUSH et al., a broad family of s ...
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Theatre-style
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world envi ...
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LARP
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world enviro ...
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Aslan (fanzine)
''Aslan'' was a highly regarded British role-playing game fanzine that was published in Brighton and subsequently York in the late 1980s and early 1990s. It ran for 13 issues and many of them had sub-zines included. The title refers to both a character in The Chronicles of Narnia and an alien race in the Traveller role-playing game. The fanzine grew out of a long-running fantasy role-playing game which took place at the University of Sussex. The editor and publisher was Andrew Rilstone, who was initially assisted by Martin Wykes. ''Aslan'' became known for its RPG theory, philosophy, speculation and commentary. It took a stance opposed to much of the role-playing games industry of the day, which at the time was concentrating on expanding into the children's games market. As a reaction against the use of heavily pre-plotted scenarios in many commercial game products Aslan promoted the concept of player-centred narrative. This allowed the actions of the players to determine th ...
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