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Written During 2000
DISCLAIMER: The article below
is Robert Farquhar's personal view of what roleplaying
is. It should not be taken as the views of any or all other
roleplayers, nor should it be accepted as the single and only
definition of roleplaying (sorry if that sounds pompous or
egotistic).
This article is intended for those who have
little or no idea as to what a roleplaying game is, although
experienced roleplayers may find my own personal interpretation
of roleplaying interesting.
Another article on this theme has been written by Guy W. McLimore. Also, roleplaying
game author Greg Costikyan has written an analysis of what makes a
game.
First, a technical definition: When I use the
term "roleplaying game", I do not include computer
roleplaying games, nor the stimulating field of theatre sport
(although comparisons can be drawn with the latter).
In the general field are computerised Massively Multiplayer Online Roleplaying Games (such as EverQuest and Anarchy Online)
and Live Action Roleplaying; however, while the following applies generally to them both, it's more geared toward 'traditional'
tabletop roleplaying.
Externally, a roleplaying game in progress
looks like a group of people seated around a table, with pieces
of paper, dice whose number of sides often exceed (or,
occasionally, fall below) six, and pencils. A single game can
take from a few hours to an entire evening, or several. Most of
what goes on during the game is in the conversation and
interaction between the participants, the players, as
they act out their parts.
A roleplaying game is, to quote Mike Pondsmith
of R. Talsorian Games,
"Let's Pretend with rules." In its simplest form, it is
a game where players act out the parts of characters in an
imaginary world. Those people sitting around the table are
playing the game of Let's Pretend, only rather than getting up
and running around, pointing fingers or toy guns, all the action
takes place in their imagination, and each player tells all the
other players verbally what his or her imaginary character is
doing.
One player occupies a role generically known as
the game master; some games dub this role
"Referee", "Dungeon Master",
"Narrator" etc. The Game Master (or GM) effectively
controls the world the other players' characters (most often
known as Player Characters, or simply PCs) interact in:
he plays the parts of every other character aside from the PCs,
describes the surroundings, and tells the players the results of
their choices and actions in the game-world. During each
roleplaying session, often referred to as an adventure
or scenario, the game master sets the team of player
characters an obstacle of some sort to overcome, be it a quest
for a fabled magic item, a villain of the piece to be beaten, or
a contract to be fulfilled. A series of adventures can be linked
by a common plot which advances with each adventure; this is
called a campaign. A superb, if lengthy and extremely
detailed example of a campaign is the TV series Babylon 5;
where almost every episode moves the plot along at least one
step.
Player Characters need general and/or specific
outlines; not only what they look and sound and how they act, but
also what they can and cannot do. Most roleplaying games define
the latter by using numerical values. These are often split into
two primary groups: a set of natural abilities (sometimes known
as "stats" or "attributes") and a set of
learned abilities (most often referred to as "skills",
although other names such as "talents" have been used).
As they progress through the game world, not only do they accrue
physical items, but also gain "experience points" which
can be traded in for increases in skills (and new skills) and,
sometimes, attributes.
Sets of rules are most often used to determine
whether characters are successful at tasks they attempt in the
game. Many roleplaying games use the rolling of dice to determine
whether a task is successful to a varying degree; usually, when
the player attempts a task, they must roll dice (possibly adding
in values based on their attributes and skills) and the resultant
total must exceed a value set by the GM in order for the player
to succeed in their task.
Individual roleplaying game product lines
mostly focus on a specific world or genre. Wizards of the Coast's
Dungeons & Dragons line, a name familiar to most
unfamiliar with roleplaying, is set in a "fantasy"
genre; such a genre involves a Tolkien-esque pre-technology era,
where magic, brave knights, evil sorcerers and, of course,
dragons abound. Traveller, another game line almost as
old as D&D (released in several varieties, including MegaTraveller
and Traveller: The New Era by the now-defunct GDW,
Imperium Games' Traveller (T4), GURPS Traveller
and the upcoming T5), deals with far-future star empires
and high technology adventure. Some game lines are franchises of
existing fiction; the most recognisable (and probably most
popular) is Wizards of the Coast's Star Wars (previously held by
West End Games until 1999/2000).
The term "game" implies that there is
some way to 'win'. Although a single game session usually does
have an objective to accomplish, and players receive rewards in
terms of increased experience (and sometimes new equipment) for
their characters, there is no real way to "win" in
roleplaying. The old maxim "It's not whether you win or
lose, it's how you play the game" applies to roleplaying
more than probably any other form of entertainment. Enjoyment in
roleplaying comes from acting out a character. In the same way
you would watch a movie not only for the ending, but also for
everything else before it, games are played for the conflict,
character interaction and the choice to simply escape one's
ordinary life for a while and explore a new (although imaginary)
world.
But Why?
So why play a game where there's no true end, no real "win" situation? What's the point?
Well, everyone does things for different reasons, but here's mine:
Back in high school, I once spotted a photocopy of a picture from the American comic strip "Family
Circle". It had one of the young children of the family in
the cartoon sitting on a couch with a book in his hands. He was
saying, "I like reading. It turns pictures on in your
head." I've always remembered that. It was the best
summation of why I liked to read.
It's also probably the main reason I like
roleplaying games. Reading through an RPG book turns on pictures
inside my head, too. Except, rather than creating pictures of the
events described in a novel or the points of view of particular
characters, I am exploring this new world myself; or perhaps I'm
creating an alter-ego who fits into the world somehow. In a
roleplaying game, I'm not constrained by the linear, unchangeable
plot of a book or movie.
It's even better when it's not just me alone,
performing this act of imagination and creation. During an actual
roleplaying game session, I don't have a book to read; I have
several friends who are also creating the game world inside their
heads, who are seeing pictures and vistas of their own, who have
their own alter-egos interacting with their view of the world.
The best bit is, each brings something different to the process.
As our characters interact, things happen that none of us would
have thought of ourselves, and in the game, we have to figure out
how our alter-egos react to these changes. The Game Master has to
do this not only for the myriad NPCs he plays the parts of, but
for the game-world in general (which is why GMing can be a rather
intimidating task). Roleplaying can be a very stimulating,
exciting thing.
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