Role-Playing Game
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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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Simulationist
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation. The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. History GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhne ...
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Gamist
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation. The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. History GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhne ...
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Narrativist
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation. The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. History GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhne ...
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Role-playing
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", in the field of psychology, the term is used more loosely in four senses: * To refer to the playing of roles generally such as in a theatre, or educational setting; * To refer to taking a role of a character or person and acting it out with a partner taking someone else's role, often involving different genres of practice; * To refer to a wide range of games including role-playing video game (RPG), play-by-mail games and more; * To refer specifically to role-playing games. Amusement Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts an oppos ...
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White Wolf Publishing
White Wolf Publishing was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion RampantA Brief History of Game #10: Lion Rampant: 1987-1990
RPGnet (Retrieved 14 June 2007)
and ''White Wolf Magazine'' (est. 1986 in Rocky Face, GA; it later became "White Wolf Inphobia"), and was initially led by of the former and Steve Wieck and of the latter. White Wolf Publis ...
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Dyslexia
Dyslexia, also known until the 1960s as word blindness, is a disorder characterized by reading below the expected level for one's age. Different people are affected to different degrees. Problems may include difficulties in spelling words, reading quickly, writing words, "sounding out" words in the head, pronouncing words when reading aloud and understanding what one reads. Often these difficulties are first noticed at school. The difficulties are involuntary, and people with this disorder have a normal desire to learn. People with dyslexia have higher rates of attention deficit hyperactivity disorder (ADHD), developmental language disorders, and difficulties with numbers. Dyslexia is believed to be caused by the interaction of genetic and environmental factors. Some cases run in families. Dyslexia that develops due to a traumatic brain injury, stroke, or dementia is sometimes called "acquired dyslexia" or alexia. The underlying mechanisms of dyslexia result from differ ...
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ADHD
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterised by excessive amounts of inattention, hyperactivity, and impulsivity that are pervasive, impairing in multiple contexts, and otherwise age-inappropriate. ADHD symptoms arise from executive dysfunction, and emotional dysregulation is often considered a core symptom. In children, problems paying attention may result in poor school performance. ADHD is associated with other neurodevelopmental and mental disorders as well as some non-psychiatric disorders, which can cause additional impairment, especially in modern society. Although people with ADHD struggle to focus on tasks they are not particularly interested in completing, they are often able to maintain an unusually prolonged and intense level of attention for tasks they do find interesting or rewarding; this is known as hyperfocus. The precise causes of ADHD are unknown in the majority of cases. Genetic factors play an import ...
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Autism Spectrum
The autism spectrum, often referred to as just autism or in the context of a professional diagnosis autism spectrum disorder (ASD) or autism spectrum condition (ASC), is a neurodevelopmental condition (or conditions) characterized by difficulties in social interaction, verbal and nonverbal communication, and the presence of repetitive behavior and restricted interests. Other common signs include unusual responses to sensory stimuli. Autism is generally understood as a ''spectrum disorder'', which means that it can manifest differently in each person: any given autistic individual is likely to show some, but not all, of the characteristics associated with it, and the person may exhibit them to varying degrees. Some autistic people remain nonspeaking over the course of their lifespan, while others have relatively unimpaired spoken language. There is large variation in the level of support people require, and the same person may present differently at varying times. Historically, ...
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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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Realism (arts)
Realism in the arts is generally the attempt to represent subject matter truthfully, without artificiality and avoiding speculative and supernatural elements. The term is often used interchangeably with naturalism, although these terms are not synonymous. Naturalism, as an idea relating to visual representation in Western art, seeks to depict objects with the least possible amount of distortion and is tied to the development of linear perspective and illusionism in Renaissance Europe. Realism, while predicated upon naturalistic representation and a departure from the idealization of earlier academic art, often refers to a specific art historical movement that originated in France in the aftermath of the French Revolution of 1848. With artists like Gustave Courbet capitalizing on the mundane, ugly or sordid, realism was motivated by the renewed interest in the common man and the rise of leftist politics. The Realist painters rejected Romanticism, which had come to dominate Fre ...
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Suspension Of Disbelief
Suspension of disbelief, sometimes called willing suspension of disbelief, is the avoidance of critical thinking or logic in examining something unreal or impossible in reality, such as a work of speculative fiction, in order to believe it for the sake of enjoyment. Aristotle first explored the idea of the concept in its relation to the principles of theater; the audience ignores the unreality of fiction in order to experience catharsis. Origin The poet and aesthetic philosopher Samuel Taylor Coleridge introduced the English-language term "suspension of disbelief" in 1817 and suggested that if a writer could infuse a "human interest and a semblance of truth" into a fantastic tale, the reader would suspend judgement concerning the implausibility of the narrative. Coleridge sought to revive the use of fantastic elements in poetry and developed a concept to support how a modern, enlightened audience might continue to enjoy such types of literature. The term resulted from a phil ...
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Campaign Setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A ''campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game (such as the ''Forgotten Realms'' setting for ''Dungeons & Dragons'') or a specific genre of game (such as medieval fantasy, or outer space/science fiction adventure). There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds. While obviously connected to game materials, campaign settings are supported also by other media, such as novels and comic books. Examples of major campaign settings include numerous settings within the ''Dungeons & Dragons'', as well others such as ''Battletech' ...
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