Computer-assisted Gaming
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Computer-assisted Gaming
Computer-assisted gaming (CAG) and computer-assisted wargaming (CAWG) refer to games which are at least partially computerized, but where on important part of the action is not virtual but performed in real life or on a miniature terrain. Regulation of the game can be done completely by a computer or partly deferred to a human referee. Computer-assisted gaming attempts to combine the advantages of PC games with those of face-to-face games. In computer-assisted gaming, computers are used for recordkeeping and sometimes for the resolution of combat, but a Human referee makes any decisions requiring judgement. Variations A computer-assisted game can be little more than a collection of rules and notes on computer, or as complete as a computer game, with a human referee needed only to make the non-random decisions. It can be played remotely or with everyone in the same room looking at one or more computer monitors. (The referee must have his own monitor; the players can share one, or ...
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Personal Computer Games
''Personal Computer Games'' was a multi-format UK computer games magazine of the early/mid-1980s published by VNU. History ''Personal Computer Games'' was launched in July 1983. The magazine was part of VNU and had its headquarters in London. The second issue was published on 28 October 1983 with the magazine going monthly from February 1984. Computer coverage at the time were mainly consisted of the Spectrum, C64 and the BBC Micro, although there were others featured such as Atari 8-bit, Electron, Vic 20 and the newly released Amstrad CPC. The February 1985 issue was the last of the magazine. Chris Anderson and Bob Wade went on to launch the Commodore 64 magazine ''Zzap!64''. Screen Test One of the sections of the magazine was the 'Screen Test' pages where the latest games were reviewed. The PCG Panel, who voiced their opinions on the games reviews, consisted of the PCG staff plus several contributions from readers. The review was laid out with an explanation of the 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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Game Master
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 a ...
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Advanced Dungeons & Dragons CD-ROM Core Rules
''Advanced Dungeons & Dragons CD-ROM Core Rules'' is computer program designed as an accessory for the ''Dungeons & Dragons'' fantasy role-playing game, originally published in 1996 and updated in 1999. Publication history The ''Advanced Dungeons & Dragons CD-ROM Core Rules'' was published by TSR. TSR funded a start-up, Evermore Entertainment, to produce the product, with Victor Penman as Project Manager. As the title suggests, it released as a CD-ROM for PC only. In 1999, Wizards of the Coast released a new CD-ROM titled ''Advanced Dungeons & Dragons: Core Rules 2.0''. Contents The ''AD&D CD-ROM Core Rules'' contains several rulebooks, both in Rich Text Format and as Windows Help files, including the ''Dungeon Master's Guide'', the ''Player's Handbook'', the ''Monstrous Manual'', ''Tome of Magic'', and ''Arms and Equipment Guide''. It also includes a Key Topics book which summarizes the main ''AD&D'' rules and an Instructions booklet, which explains how to use all of the re ...
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Game Mechanic
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desig ...
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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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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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Poker Calculator
Poker calculators are algorithms which through probabilistic or statistical means derive a player's chance of winning, losing, or tying a poker hand. Given the complexities of poker and the constantly changing rules, most poker calculators are statistical machines, probabilities and card counting is rarely used. Poker calculators come in three types: poker advantage calculators, poker odds calculators and poker relative calculators. Odds calculators A poker odds calculator calculates a player's winning ratio. Winning ratio is defined as, the number of games won divided by the total number of games simulated in a Monte Carlo simulation for a specific player. Advantage calculators A poker advantage calculator calculates a player's winning ratio and normalizes the winning ratio relative to the number of players. An advantage calculator, provides a normalized value between -100% and +100% describing a player's winning change in a locked domain. That is, if a player's result is -100%, ...
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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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Digital Projector
A video projector is an image projector that receives a video signal and projects the corresponding image on a projection screen using a lens system. Video projectors use a very bright ultra-high-performance lamp (a special mercury arc lamp), Xenon arc lamp, LED or solid state blue, RB, RGB or remote fiber optic RGB lasers to provide the illumination required to project the image, and most modern ones can correct any curves, blurriness, and other inconsistencies through manual settings. If a blue laser is used, a phosphor wheel is used to turn blue light into white light, which is also the case with white LEDs. (White LEDs do not use lasers.) A wheel is used in order to prolong the lifespan of the phosphor, as it is degraded by the heat generated by the laser diode. Remote fiber optic RGB laser racks can be placed far away from the projector, and several racks can be housed in a single, central room. Each projector can use up to two racks, and several monochrome lasers are mount ...
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Video Monitor
A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the display is called an ''electronic display''. Common applications for ''electronic visual displays'' are television sets or computer monitors. Types of electronic displays In use These are the technologies used to create the various displays in use today. * Liquid crystal display (LCD) ** Light-emitting diode (LED) backlit LCD ** Thin-film transistor (TFT) LCD ** Quantum dot (QLED) display * Light-emitting diode (LED) display ** OLED display ** AMOLED display ** Super AMOLED display Segment displays Some displays can show only digits or alphanumeric characters. They are called segment displays, because they are composed of several segments that switch on and off to give appearance of desired glyph. The segments are usuall ...
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Miniature Figure (gaming)
In miniature wargaming, players enact simulated battles using scale models called miniature models, which can be anywhere from 2 to 54 mm in height, to represent warriors, vehicles, artillery, buildings, and terrain. These models are colloquially referred to as miniatures or minis. Miniature models are commonly made of metal, plastic, or paper. They are used to augment the visual aspects of a game and track position, facing, and line of sight of characters. Miniatures are typically painted and can be artfully sculpted, making them collectible in their own right. Pre-painted plastic figures, such as ''Clix'' miniatures produced by WizKids and unpainted plastic figures for ''Warhammer'' by Games Workshop, have become popular. The hobby of painting, collecting, and playing with miniatures originated with toy soldiers, though the latter were generally sold pre-painted. Materials Traditionally, miniatures were cast in white metal, an alloy of lead and tin. A small amount of ant ...
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