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Initiative (role-playing Games)
In most tabletop role-playing games (RPGs), an initiative system determines in which order player characters and non-player characters take their actions, to avoid confusion on when a character gets to act. These derive from RPGs roots in tabletop wargaming, where similar systems are used. Rules for initiative vary from game to game, but often follow one of a few common methods: * Statistic-based: The most common method, used by games like ''Dungeons & Dragons'' and ''Fate'' is for each character to be assigned an initiative number based on a relevant attribute plus a random factor, and for people to act in that order. Some games determine initiative order once, some once per round. * Taking turns in groups: In some games, such as ''Tunnels & Trolls'', each faction takes its turn to act, and it is entirely up to the side acting who acts in which order for that side. * Shot clock: '' Feng Shui'' and ''Arcanis'' both use a shot clock. Each round is divided into segments or ''sho ...
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Tabletop Role-playing Game
A tabletop role-playing game (typically abbreviated as TRPG or TTRPG), also known as a pen-and-paper role-playing game, is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game. The terms ''pen-and-paper'' and ''tabletop'' are generally only used to distinguish this format of RPG from other formats, since neither pen and paper nor a table are strictly necessary. Gameplay Overview In most games, a specially designated player typically called the game master (GM) purchases or prepares a set of rules and a fictional setting in which each player acts out the role of a single character. The GM describes the game world and its inhabit ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Tabletop Wargaming
Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. The use of physical models to represent military units is in contrast to other tabletop wargames that use abstract pieces such as counters or blocks, or computer wargames which use virtual models. The primary benefit of using models is aesthetics, though in certain wargames the size and shape of the models can have practical consequences on how the match plays out. Miniature wargaming is typically a recreational form of wargaming because issues concerning scale can compromise realism too much for most serious military applications. A historical exception to this is naval wargaming before the advent of computers. Overview A miniature wargame is played with miniature models of soldiers, artillery, and vehicles on a model of a battlefield. The benefit of using models as opposed to abstract pieces is primarily an aesthetic one. Models offer a vis ...
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Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules, Tactical Studies Rules, Inc. (TSR). It has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. The game was derived from miniature wargaming, miniature wargames, with a variation of the 1971 game Chainmail (game), ''Chainmail'' serving as the initial rule system. ''D&D'' publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, and also deeply influenced video games, especially the role-playing video game genre. ''D&D'' departs from traditional wargame, wargaming by allowing each player to create their own Player character, character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Mas ...
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Fate (role-playing Game System)
''Fate ''is a generic role-playing game system based on the ''Fudge'' gaming system. It has no fixed setting, traits, or genre and is customizable. It is designed to offer minimal obstruction to role-playing by assuming players want to make fewer dice rolls. ''Fate'' was written by Fred Hicks and Rob Donoghue; the 1st edition was published in early 2003, and the latest version (4th edition) was published successfully through crowd sourcing Kickstarter in 2013. System Fate is derived from the ''Fudge'' system, primarily that earlier design's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Skills may perform one or more of the four actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an adv ...
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Attribute (role-playing Games)
An attribute is a piece of data (a "statistic (role-playing games), statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born Property (philosophy), characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a dice pool, set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like ''Fate (role-playing game system), Fate'' do not use attributes at all. The nature of attributes There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to the BBC Cult TV website "''All characters have Attributes — basic physical and mental abilities.''" and in the ''Pathfinder Roleplaying Game'' "''Each character has six ability scores that represent his character's most b ...
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Tunnels & Trolls
''Tunnels & Trolls'' (abbreviated ''T&T'') is a fantasy role-playing game designed by Ken St. Andre and first published in 1975 by Flying Buffalo. The second modern role-playing game published, it was written by Ken St. Andre to be a more accessible alternative to ''Dungeons & Dragons'' and is suitable for solitaire, group, and play-by-mail gameplay. History Ken St. Andre, a public librarian in Phoenix, Arizona, liked the idea of fantasy role-playing after reading a friend's ''D&D'' rule books but found the actual rules confusing, so he wrote his own. "I just wanted something I could play with my friends at a reasonable price, with reasonable equipment,” he said. The first edition of ''Tunnels & Trolls'' was self-published in April 1975. In June 1975, publisher Flying Buffalo Inc. released a second edition of the game, and ''Tunnels & Trolls'' quickly became ''D&Ds biggest competitor. ''Tunnels & Trolls'' had similar statistics, classes, and adventures to ''Dungeons & Dragons'' b ...
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Feng Shui (role-playing Game)
''Feng Shui'' is a martial arts-themed role-playing game, designed by Robin Laws, published first by Daedalus Entertainment and now by Atlas Games. The game shares its setting with the collectible card game ''Shadowfist''. The system is simple, with most detail being in the game's combat system. Combat is made to flow quickly, moving from one action scene to another very quickly. It was inspired and based on Hong Kong style action movies. The characters begin at a high level of skill, as appropriate for protagonists in the source films. After a successful Kickstarter, Atlas Games released a Second Edition of Feng Shui in late 2015, on the eve of the game's 20th anniversary of publication. Overview The name ''Feng Shui'' refers to one of the central themes of the game: those who control places with powerful Feng Shui control the world. These people find that events go in their favour more often than would be explained by chance. The outcomes of all major historica ...
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Arcanis
Arcanis was originally a campaign setting for the ''Dungeons & Dragons'' game, created by Henry Lopez and supported by Paradigm Concepts. It is also the name of the fictional world where the setting takes place. The setting was launched in 2001 and is known for its odd twists on the fantasy genre, as well as its wide member approval and community-based design and construction. Unlike many other fantasy roleplaying games, which focus primarily on tactical combat, the Arcanis campaigns focus on moral ambiguity and politics. While originally launched as a d20srd title, Arcanis was relaunched in 2011 with a unique rules set as detailed in Paradigm Concepts. This system uses a similar initiative system to '' Feng Shui''; a progressive clock system of initiative, with each action taking a specific number of 'ticks' of a clock rather than simply having everyone go in a predetermined order. Arcanis is set on the continent of Onara, where a crumbling Coryani Empire (reminiscent of the ...
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Marvel Heroic Roleplaying
''Marvel Heroic Roleplaying'' (abbreviated as ''MHR'' or ''MHRP'') is the fourth role-playing game set in the Marvel Universe published by Margaret Weis Productions under license from Marvel Comics (after '' Marvel Super Heroes RPG'', ''Marvel Super Heroes Adventure Game'', and the ''Marvel Universe Roleplaying Game''). It uses the Cortex Plus system. The first volume was published in early 2012. In early 2013, Margaret Weis Productions announced that they would not be renewing their license and publication ceased. Gameplay The game was designed to be fast playing and easy to use and run and very flexible, and designed explicitly for Troupe Play in which the players are expected to pick up new characters between action scenes (or occasionally within them). It has also been described as "a "comic book story" roleplaying game, not a "superhero" game as is common with many other games of this type". Unusually for a role playing game, players are expected to know the capabilities of t ...
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Turn-based Game
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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