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Roleplaying

From Wikipedia, the free encyclopedia:

A role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players can improvise freely; their choices shape the direction and outcome of the games.

An example

Say, the players decide to be musketeers in 16th-century France. One of them is designated a game master; his job is to devise a suitable challenge (perhaps a plot against the king), and all the necessary details, such as significant locations, events, secondary characters, etc. The other players create a protagonist each, and play their parts to bring the adventure to life. The GM describes the situations that arise and decides the outcomes of their actions. The rules can be very simple ("use you common sense!") or very complex, based on math formulae and rolling dice.

My preferred rules

The point of the game is to have fun together and make up a nice story. Think of that when making your decisions.

You only control your own character's actions, not the effects, much less other character's actions. Exception: the game master describes the environment and the NPC actions, unless otherwise noted.

When your character is under attack, you decide whether he's been hit, and how badly. But be reasonable! An invincible character ruins the game, and everyone else's fun with it.

In case of dispute, let the best roleplayer win. If that position is disputed as well, we vote. See also rule one. The GM has the last word.

Play only on your turn. Everyone is entitled to equal participation. OTOH, if you're going to be late by more than 24 hours, let the others know. Leave instructions.

Describe the actions (and/or thoughts) of your character in 3rd person past tense, as if writing a book.

Feel free to ask or give clarifications at any time. Mark out-of-character remarks like that:

* * *Wait, where did that dragon come from? We should have seen it or hear it!* * *

It's easier to ask for forgiveness that it is to ask for permission. If you want to add something new into the adventure, go ahead! At worst, the GM will ask you to retract it.

Last but not least...

The rules above are not set in stone (except rule one). Most of them have imposed themselves during previous games (see my other roleplaying page. Any exceptions must be approved by the players, though.


Page last modified on February 23, 2011, at 04:33 AM