Metagaming (role-playing Games)
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Metagaming (role-playing Games)
Metagaming is a term used in role-playing games, which describes a player's use of real-life knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances. This can refer to plot information in the game such as secrets or events occurring away from the character, as well as facets of the game's mechanics such as abstract statistics or the precise limits of abilities. Metagaming is an example of "breaking character", as the character is making decisions based on information they could not know and thus would not make in reality. Metagaming is considered unsporting or cheating in a competitive gaming context, and is generally poorly received as it subverts the emphasis of accurate character depiction based on in-game experiences and back-story that defines role-playing games. Outside of role-playing, metagaming simply refers to players using knowledge or understanding of externa ...
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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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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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RPGnet
RPGnet is a role-playing game website. It includes sections on wargaming, wargames, tabletop games and video games, as well as columns on gaming topics. RPGnet was founded in 1996 by Emma and Sandy Antunes, Shawn Althouse ( etrigan) and Brian David Phillips, as a way to unify a number of transient game sites. In 2001 it was purchased by Skotos Tech, but maintains creative and editorial autonomy. Currently it is being run by Shannon Appelcline of Skotos, while a number of volunteer Forum moderator, moderators and administrators help maintain the forums. RPGnet services Forums Originally based on Matt's WWWBoard script, the 1997 RPGnet forums were formatted in earlier message boards' threaded style, being mostly dedicated to game design and industry news. With the change to vBulletin on 2002, new sections catering to the growing player and enthusiast user bases were added. The boards used vBulletin for the next sixteen years, until November, 2018, when they were migrated to the XenFo ...
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Twinking
Twinking is a type of behavior in role-playing games that is disapproved of by other players. A player who engages in such behavior is known as a twink. The precise definition of twinking varies depending on the variety of role-playing game: *In "pen and paper" role-playing games, a twink is often synonymous with a munchkin, i.e. a powergamer who seeks to acquire power and loot at the expense of their teammates. *In MUDs – Multi-User Dungeons or Domains –a twink is a player who is variously anything from a munchkin to a newbie (new player) to a griefer, or a bad faith player. *In massively multiplayer online role-playing games, or MMORPGs, twinking refers to a character gaining equipment with the assistance of a higher level character, particularly by giving the low-level character higher level equipment that is otherwise unattainable. It can also be used to describe the process of keeping a video game character at a low level while using in-game currency, earned by ...
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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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Min-maxing
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Fourth Wall
The fourth wall is a performance convention in which an invisible, imaginary wall separates actors from the audience. While the audience can see through this ''wall'', the convention assumes the actors act as if they cannot. From the 16th century onward, the rise of illusionism in staging practices, which culminated in the realism and naturalism of the theatre of the 19th century, led to the development of the fourth wall concept. The metaphor suggests a relationship to the mise-en-scène behind a proscenium arch. When a scene is set indoors and three of the walls of its room are presented onstage, in what is known as a box set, the fourth of them would run along the line (technically called the proscenium) dividing the room from the auditorium. The ''fourth wall'', though, is a theatrical convention, rather than of set design. The actors ignore the audience, focus their attention exclusively on the dramatic world, and remain absorbed in its fiction, in a state that ...
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Chekhov's Gun
Chekhov's gun (Chekhov's rifle; russian: Чеховское ружьё) is a narrative principle that states that every element in a story must be necessary, and irrelevant elements should be removed. Alternatively explained, suppose a writer features a gun in a story; if the writer features it, there ''must'' be a reason for it, such as it being fired sometime later in the plot. All elements must eventually come into play at some point in the story. Background The principle is recorded in letters by Anton Chekhov several times, with some variation; it was advice for young playwrights. Ernest Hemingway mocked the principle in his essay "The art of the short story", giving the example of two characters that are introduced and then never mentioned again in his short story "Fifty Grand". Hemingway valued inconsequential details, but conceded that readers will inevitably seek symbolism and significance in them. Writer Andrea Phillips noted that assigning a single role for every detail ...
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Bias
Bias is a disproportionate weight ''in favor of'' or ''against'' an idea or thing, usually in a way that is closed-minded, prejudicial, or unfair. Biases can be innate or learned. People may develop biases for or against an individual, a group, or a belief. In science and engineering, a bias is a systematic error. Statistical bias results from an unfair sampling of a population, or from an estimation process that does not give accurate results on average. Etymology The word appears to derive from Old Provençal into Old French ''biais'', "sideways, askance, against the grain". Whence comes French ''biais'', "a slant, a slope, an oblique". It seems to have entered English via the game of bowls, where it referred to balls made with a greater weight on one side. Which expanded to the figurative use, "a one-sided tendency of the mind", and, at first especially in law, "undue propensity or prejudice". Types of bias Cognitive biases A cognitive bias is a repeating or basic mi ...
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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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Gunpowder
Gunpowder, also commonly known as black powder to distinguish it from modern smokeless powder, is the earliest known chemical explosive. It consists of a mixture of sulfur, carbon (in the form of charcoal) and potassium nitrate (saltpeter). The sulfur and carbon act as fuels while the saltpeter is an oxidizer. Gunpowder has been widely used as a propellant in firearms, artillery, rocketry, and pyrotechnics, including use as a blasting agent for explosives in quarrying, mining, building pipelines and road building. Gunpowder is classified as a low explosive because of its relatively slow decomposition rate and consequently low brisance. Low explosives deflagrate (i.e., burn at subsonic speeds), whereas high explosives detonate, producing a supersonic shockwave. Ignition of gunpowder packed behind a projectile generates enough pressure to force the shot from the muzzle at high speed, but usually not enough force to rupture the gun barrel. It thus makes a good propellan ...
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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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