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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 Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
's in-game actions.


History

By the late 1970s, the
Chaosium Chaosium Inc. is a publisher of tabletop role-playing games established by Greg Stafford in 1975. Chaosium's major titles include ''Call of Cthulhu (role-playing game), Call of Cthulhu'', based on the horror fiction stories of H. P. Lovecraft'', R ...
staff realized that
Steve Perrin Stephen Herbert Perrin (January 22, 1946 – August 13, 2021) was an American game designer and technical writer/editor, best known for creating the tabletop role-playing game ''RuneQuest'' for Chaosium. Early life and education Perrin earned a ...
'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''-derived Palladium house system ultimately encompassed all of the Palladium Books titles. ''
Mekton II ''Mekton'' is a role-playing game which centers on the conventions of mecha anime and science fiction (although it can easily enough be adapted to other genres like police drama or high fantasy). It has seen several editions since its introducti ...
'' (1987) by R. Talsorian Games revealed for the first time the full-fledged Interlock System. In 1990, Game Designers' Workshop released the '' Twilight: 2000'' second edition game system, and decided to turn it into their house system, an umbrella under which all future games would be designed. TSR's '' Amazing Engine'' was a universal game system, a simple beginner's system. In 1996, Hero Games partnered with R. Talsorian and decided to create a new, simpler rules system to attract new players, merging it with the Interlock game system and calling it Fuzion. '' Dragonlance: Fifth Age'' (1996) was built on TSR's new SAGA storytelling game system, which centered on resource management (through cards) rather than die rolls. TSR published '' Alternity'' (1997), another universal system, this one directed only toward science-fiction games. West End Games' MasterBook system had failed to catch on as a house system, so they decided to publish another, the D6 System, based on their most well-known and well-tested game system, '' Star Wars'' RPG.


Development

While early role-playing games relied heavily on either group consensus or the judgement of a single player (the "Dungeon Master" or Game Master) or on randomizers such as dice, later generations of narrativist games allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the outcome of the game. An RPG system also affects the game environment, which can take any of several forms.
Generic role-playing game systems A ''generic'' or ''universal'' role-playing game system is a role-playing game system designed to be independent of setting and genre. Its rules should, in theory, work the same way for any setting, world, environment or genre in which one would wa ...
, such as '' Basic Role-Playing'', '' GURPS'', and '' Fate'', are not tied to a specific storytelling
genre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other ...
or
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 c ...
and can be used as a framework to play many different types of RPG. Others, such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (T ...
'', are designed to depict a specific genre or style of play, and still others, such as '' Paranoia'', are not only genre-specific but come bundled with a specific campaign setting to which the game mechanics are inseparably tied. In fact, in more psychological games such as '' Call of Cthulhu'', '' King Arthur Pendragon'', '' Unknown Armies'', and ''
Don't Rest Your Head ''Don't Rest Your Head'' is a role-playing game published by Evil Hat Productions in 2006. Description ''Don't Rest Your Head'' is an indie role-playing game where characters who cannot sleep draw upon that insomnia for power. Publication histo ...
'', aspects of the game system are designed to reinforce psychological or emotional dynamics that evoke a game world's specific atmosphere. Many role-playing game systems involve the generation of random numbers by which success or failure of an action is determined. This can be done using
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing ...
(probably the most common method) or cards (as in '' Castle Falkenstein''), but other methods may be used depending on the system. The random result is added to an attribute which is then compared to a difficulty rating, although many variations on this game mechanic exist among systems. Some (such as the '' Storyteller''/'' Storytelling System'' and the '' One-Roll Engine'') use dice pools instead of individual dice to generate a series of random numbers, some of which may be discarded or used to determine the magnitude of the result. However, some games (such as the ''
Amber Diceless Roleplaying Game The ''Amber Diceless Roleplaying Game'' is a role-playing game created and written by Erick Wujcik, set in the fictional universe created by author Roger Zelazny for his ''Chronicles of Amber''. The game is unusual in that no dice are used in res ...
'' and '' Nobilis'') use no random factor at all. These instead use direct comparison of character ability scores to difficulty values, often supplemented with points from a finite but renewable pool. These "resource points" represent a character's additional effort or luck, and can be used strategically by the player to influence the success of an action.


References

{{RPG systems