Timeline Of Role-playing Games
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Timeline Of Role-playing Games
The following is a timeline of tabletop role-playing games. For computer role-playing games see here. The publication year listed here is the year of the first edition in the original country. Additional editions, translations or adaptations for use in other countries are not included in this list. For editions other than the first, consult the corresponding article. Some games started out as generic role-playing supplements, supplements for other games, or even a different kind of game. Those games are listed in the year when they made the transition to a standalone role-playing game. Unique games with identical or similar titles are listed separately. Unique means games that use different rules or settings but does not include rule revisions by the same author or publisher. 1970s 1974 * ''Dungeons & Dragons'' * ''Rules to the Game of DUNGEON'' 1975 * ''Boot Hill'' * ''Empire of the Petal Throne'' * ''En Garde!'' * ''Tunnels & Trolls'' 1976 * '' Bunnies & Burrows ...
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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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2044
In contemporary history, the third millennium of the anno Domini or Common Era in the Gregorian calendar is the current millennium spanning the years 2001 to 3000 ( 21st to 30th centuries). Ongoing futures studies seek to understand what is likely to continue and what could plausibly change in the course of this period and beyond. Predictions and forecasts not included on this timeline * List of future astronomical events ** List of lunar eclipses in the 21st century ** List of solar eclipses in the 21st century * Projections of population growth * Climate change ** Representative Concentration Pathway ** Shared Socioeconomic Pathways * Extinction * List of dates predicted for apocalyptic events * Predictions and claims for the Second Coming * Near future in fiction * Works falling into the public domain in the United States 21st century 2000s * See: 2001 * 2002 * 2003 * 2004 * 2005 * 2006 * 2007 * 2008 * 2009 2010s * See: 2010 * 2011 * 2012 * 2013 * 2014 * 2015 * 201 ...
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What Price Glory?!
''What Price Glory?!'' is a role-playing game published by James Lauffenburger in 1978. Description ''What Price Glory?!'' is a fantasy system, basically a variant of Original ''D&D'', with a hex-grid position-based combat system and a spell-point system for magic. Publication history ''What Price Glory?!'' was designed by John Dankert and Jim Lauffenburger, and published by James Lauffenburger in 1978 as a 140-page digest-sized book. The print run was 500 copies, of which 300 were distributed by Gamescience Gamescience is an American game company that produces role-playing games and game supplements. History Gamescience Corp. was started by Phillip E. Orbanes in 1965. In that year, the company published the wargame Vietnam which was reviewed in iss .... Artwork was performed by Thomas E. Sprimont. In 2022, the intellectual property rights of What Price Glory was acquired by Precis Intermedia. Reception References Fantasy role-playing games Role-playing games intr ...
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The Complete Warlock
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Adventure Gaming In The Final Frontier
An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sports. Adventures are often undertaken to create psychological arousal or in order to achieve a greater goal, such as the pursuit of knowledge that can only be obtained by such activities. Motivation Adventurous experiences create psychological arousal, which can be interpreted as negative (e.g. fear) or positive (e.g. flow). For some people, adventure becomes a major pursuit in and of itself. According to adventurer André Malraux, in his ''Man's Fate'' (1933), "If a man is not ready to risk his life, where is his dignity?". Similarly, Helen Keller stated that "Life is either a daring adventure or nothing." Outdoor adventurous activities are typically undertaken for the purposes of recreation or excitement: examples are adventure racin ...
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