Role-playing Games Introduced In 1982
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Role-playing Games Introduced In 1982
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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Role
A role (also rôle or social role) is a set of connected behaviors, rights, moral obligation, obligations, beliefs, and social norm, norms as conceptualized by people in a social situation. It is an expected or free or continuously changing behavior and may have a given individual social status or social position. It is vital to both structural functionalism, functionalist and interactionism, interactionist understandings of society. Social role theory posits the following about social behavior: # The division of labour in society takes the form of the interaction among heterogeneous specialized positions, we call roles. # Social roles included appropriate and permitted forms of behavior and actions that recur in a group, guided by social norms, which are commonly known and hence determine the expectations for appropriate behavior in these roles, which further explains the place of a person in the society. # Roles are occupied by individuals, who are called Actor (UML), actors. #W ...
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Actor
An actor or actress is a person who portrays a character in a performance. The actor performs "in the flesh" in the traditional medium of the theatre or in modern media such as film, radio, and television. The analogous Greek term is (), literally "one who answers".''Hypokrites'' (related to our word for hypocrite) also means, less often, "to answer" the tragic chorus. See Weimann (1978, 2); see also Csapo and Slater, who offer translations of classical source material using the term ''hypocrisis'' ( acting) (1994, 257, 265–267). The actor's interpretation of a rolethe art of actingpertains to the role played, whether based on a real person or fictional character. This can also be considered an "actor's role," which was called this due to scrolls being used in the theaters. Interpretation occurs even when the actor is "playing themselves", as in some forms of experimental performance art. Formerly, in ancient Greece and the medieval world, and in England at the time of ...
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Plot (narrative)
In a literary work, film, or other narrative, the plot is the sequence of events in which each event affects the next one through the principle of cause-and-effect. The causal events of a plot can be thought of as a series of events linked by the connector "and so". Plots can vary from the simple—such as in a traditional ballad—to forming complex interwoven structures, with each part sometimes referred to as a subplot or ''imbroglio''. Plot is similar in meaning to the term ''storyline''. In the narrative sense, the term highlights important points which have consequences within the story, according to American science fiction writer Ansen Dibell. The term ''plot'' can also serve as a verb, referring to either the writer's crafting of a plot (devising and ordering story events), or else to a character's planning of future actions in the story. The term ''plot'', however, in common usage (for example, a "movie plot") can mean a narrative summary or story synopsis, rather th ...
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Canon (fiction)
In fiction, canon is the material accepted as officially part of the story in an individual universe of that story by its fan base. It is often contrasted with, or used as the basis for, works of fan fiction. The alternative terms mythology, timeline, universe and continuity are often used, with the first of these being used especially to refer to a richly detailed fictional canon requiring a large degree of suspension of disbelief (e.g. an entire imaginary world and history), while the latter two typically refer to a single arc where all events are directly connected chronologically. Other times, the word can mean "to be acknowledged by the creator(s)". Origin The use of the word "canon" originated in reference to a set of texts derived from Biblical canon, the set of books regarded as scripture, as contrasted with non-canonical Apocrypha. The term was first used by analogy in the context of fiction to refer to the Sherlock Holmes stories and novels, written by Sir Arthur Co ...
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Historical Fiction
Historical fiction is a literary genre in which the plot takes place in a setting related to the past events, but is fictional. Although the term is commonly used as a synonym for historical fiction literature, it can also be applied to other types of narrative, including theatre, opera, cinema, and television, as well as video games and graphic novels. An essential element of historical fiction is that it is set in the past and pays attention to the manners, social conditions and other details of the depicted period. Authors also frequently choose to explore notable historical figures in these settings, allowing readers to better understand how these individuals might have responded to their environments. The historical romance usually seeks to romanticize eras of the past. Some subgenres such as alternate history and historical fantasy insert intentionally ahistorical or speculative elements into a novel. Works of historical fiction are sometimes criticized for lack of authe ...
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Steam Punk
Steampunk is a subgenre of science fiction that incorporates retrofuturistic technology and aesthetics inspired by 19th-century industrial steam-powered machinery. Steampunk works are often set in an alternative history of the Victorian era or the American "Wild West", where steam power remains in mainstream use, or in a fantasy world that similarly employs steam power. Steampunk most recognizably features anachronistic technologies or retrofuturistic inventions as people in the 19th century might have envisioned them — distinguishing it from Neo-Victorianism — and is likewise rooted in the era's perspective on fashion, culture, architectural style, and art. Such technologies may include fictional machines like those found in the works of H. G. Wells and Jules Verne. Other examples of steampunk contain alternative-history-style presentations of such technology as steam cannons, lighter-than-air airships, analog computers, or such digital mechanical computers as Charle ...
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Middle Ages
In the history of Europe, the Middle Ages or medieval period lasted approximately from the late 5th to the late 15th centuries, similar to the post-classical period of global history. It began with the fall of the Western Roman Empire and transitioned into the Renaissance and the Age of Discovery. The Middle Ages is the middle period of the three traditional divisions of Western history: classical antiquity, the medieval period, and the modern period. The medieval period is itself subdivided into the Early, High, and Late Middle Ages. Population decline, counterurbanisation, the collapse of centralized authority, invasions, and mass migrations of tribes, which had begun in late antiquity, continued into the Early Middle Ages. The large-scale movements of the Migration Period, including various Germanic peoples, formed new kingdoms in what remained of the Western Roman Empire. In the 7th century, North Africa and the Middle East—most recently part of the Eastern Ro ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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Improvise
Improvisation is the activity of making or doing something not planned beforehand, using whatever can be found. Improvisation in the performing arts is a very spontaneous performance without specific or scripted preparation. The skills of improvisation can apply to many different faculties, across all artistic, scientific, physical, cognitive, academic, and non-academic disciplines; see Applied improvisation. Improvisation also exists outside the arts. Improvisation in engineering is to solve a problem with the tools and materials immediately at hand. Improvised weapons are often used by guerrillas, insurgents and criminals. Engineering Improvisation in engineering is to solve a problem with the tools and materials immediately at hand. Examples of such improvisation was the re-engineering of carbon dioxide scrubbers with the materials on hand during the Apollo 13 space mission, or the use of a knife in place of a screwdriver to turn a screw. Engineering improvisations may ...
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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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Characterisation
Characterization or characterisation is the representation of persons (or other beings or creatures) in narrative and dramatic works. The term character development is sometimes used as a synonym. This representation may include direct methods like the attribution of qualities in description or commentary, and indirect (or "dramatic") methods inviting readers to infer qualities from characters' actions, dialogue, or appearance. Such a personage is called a character. Character is a literary element. History The term ''characterization'' was introduced in the 19th century.Harrison (1998, pp. 51-2) Aristotle promoted the primacy of plot over characters, that is, a plot-driven narrative, arguing in his '' Poetics'' that tragedy "is a representation, not of men, but of action and life." This view was reversed in the 19th century, when the primacy of the character, that is, a character-driven narrative, was affirmed first with the realist novel, and increasingly later with the in ...
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Narrative
A narrative, story, or tale is any account of a series of related events or experiences, whether nonfictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller (genre), thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these. The word derives from the Latin verb ''narrare'' (to tell), which is derived from the adjective ''gnarus'' (knowing or skilled). Narration (i.e., the process of presenting a narrative) is a rhetorical modes, rhetorical mode of discourse, broadly defined (and paralleling argumentation, description, and exposition (narrative), exposition), is one of four rhetorical modes of discourse. More narrowly defined, it is the fiction-writing mode in which a narrator communicates directly to an audience. The school of literary criticism known as Russian formalism has applied metho ...
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