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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 classification for a 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,[1] 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.[2]

Players during a game session

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.[2]

Gameplay edit

Overview edit

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 inhabitants; the other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.[2] This pattern was established by the first published role-playing game, Dungeons & Dragons, but is not universal across all tabletop RPGs.

Detail edit

Games are of indefinite length, from a single brief session (usually completed in a few hours) to a series of repeated sessions that may continue for years with an evolving cast of players and characters. Play is often episodic and mission-centric, with a series of challenges culminating in a final puzzle or enemy that must be overcome. Multiple missions played with the same characters may be related to each other in a plot arc of escalating challenges. The exact tone, structure, pace and end (if any) vary from game to game depending on the needs and preferences of the players.

During the first session, players typically create characters whose roles they will play in the game. As well as fleshing out the character's personal history and background, they assign numerical statistics to the character; these will be used later to determine the outcome of events in the game. Together, these notes tell the player about their character and said character's place in the game world.[2] In many game systems, characters can increase their statistics during the course of the game (or over multiple games).

 
Role players at the Convention Burg-Con in Berlin 2009. The gamesmaster (left) sits behind the GM's screen.

The GM then begins the game by introducing and describing the setting and the characters. Specific tabletop RPGs may have a unique name for the GM role, for examples: Dungeon Master, Referee and Storyteller.[3][4] Some games, such as Polaris and Primetime Adventures, have distributed the authority of the GM to different players and to different degrees. This technique is often used to ensure that all players are involved in producing a situation that is interesting and that conflicts of interest suffered by the GM are avoided on a systemic level.[5]

The players describe their characters' actions, and the GM responds by describing the outcome of those actions. Usually, these outcomes are determined by the setting and the GM's common sense; most actions are straightforward and immediately successful.[2] For example, if a player has their character look around a room, the GM will describe the room; if they have their character leave, the GM will describe whatever they encounter outside the room.

The outcomes of some actions are determined by the rules of the game. For example, while looking around the room, a character may or may not notice an important object or secret doorway, depending on the character's powers of perception. Determining the outcome usually involves rolling dice and adjusting the result for the character's statistics and environmental factors to see whether the action was successful. Typically, the higher the character's score in a particular attribute, the higher their probability of success. There are alternate game systems which are diceless, or use alternate forms of randomization, such as a deck of cards or a Jenga tower.[6]

Tabletop RPG settings includes challenges for the player characters to overcome through play, such as traps to be avoided, rulers to be courted, or adversaries to be fought. Many game sessions contain moments of puzzle solving, negotiation, chases, and combat. Frequently, this involves interacting with non-player characters, other denizens of the game world, which are played by the GM. In most games, the full details of the setting are kept secret, but some broad details of the game world are usually given to the players.

Tabletop RPGs are often conducted like radio drama: only the spoken component of a role is acted. Acting in tabletop RPGs is not always literal, and players do not always speak exclusively in-character. Instead, players act out their role by deciding and describing what actions their characters will take within the rules of the game.[7]

History edit

Early role-playing edit

Tabletop role-playing games have origins in wargaming, which has roots in ancient strategy games, particularly chess and its predecessor Chaturanga.[8] From the late 18th century to the 19th century, chess variants evolved into modern wargames, most notably Kriegsspiel. Over a century later, David Wesely developed Braunstein, the first tabletop roleplaying game, from Strategos, and then the miniature wargame Chainmail, was released in 1971, both of which became the basis for Dungeons & Dragons.[9][10]

According to RPG designer John Wick, chess can be turned into a role-playing game if chess pieces such as the king, queen, rooks, knights or pawns are given names, and decisions are made based on their motivations. According to Wick, Dungeons & Dragons was a "sophisticated, intricate and complicated combat simulation board game that people were turning into a roleplaying game" just "like giving your rook a motive" in Chess.[11]

The assumption of roles was a central theme in some early 20th century activities such as the game Jury Box, mock trials, model legislatures, and "Theatre Games". In the 1960s, historical reenactment groups such as The Sealed Knot and the Society for Creative Anachronism began to perform "creative history" reenactments introducing fantasy elements, and in the 1970s fantasy wargames were developed, inspired by sword and sorcery fiction, in which each player controlled only a single unit, or "character". The earlier role-playing tradition was combined with the wargames' rule-based character representation to form the first role-playing games.[12][13]

Dungeons & Dragons, developed in 1974 by Dave Arneson and E. Gary Gygax and published by Gygax's company, TSR, was the first commercially available role-playing game, though at the time its first printing was marketed as a niche wargaming product.[14] Gygax expected to sell about 50,000 copies total to a strictly hobbyist market.[15] After establishing itself in boutique stores, it developed a strong, lasting fan base that distinguished itself from the typical wargame player base. By the time of its first major reprinting in 1977, Dungeons & Dragons was refocused as a role-playing game to segregate it from the typical wargame.[14][16]

One of the first original role-playing games was M. A. R. Barker's Empire of the Petal Throne, first published in 1974, the same year as Dungeons & Dragons. It introduced the fictional world of Tékumel, influenced by Indian, Middle-Eastern, Egyptian and Meso-American mythology.[17] It also introduced the game mechanic of critical hits.[18] According to creator Barker, "this simulates the 'lucky hit' on a vital organ."[19] The game influenced Arneson and Gygax, who was so impressed with it that his company TSR published Empire of the Petal Throne in 1975.[17] TSR published Barker's game and setting as a standalone game, rather than as a "supplement" to the original D&D rules.[20]

Another early game was Traveller, designed by Marc Miller and first published in 1977 by Game Designer's Workshop. This was originally intended to be a system for playing generic space-opera-themed science-fiction adventures (in the same sense that Dungeons & Dragons was a system for generic fantasy adventures), but an optional setting called "the Third Imperium" that was detailed in subsequent supplements became strongly identified with the game. The changes in this setting over time, especially those involving "the Fifth Frontier War" as depicted in the Journal of the Travellers Aid Society, arguably constitute the first use of metaplot in a role-playing game.[21]

Mid-1980s to early 90s: diversification of settings and systems edit

Up to this stage, each game had tied itself to a particular setting; If a player wanted to play in a science-fiction game and a fantasy game, they had to learn two game systems. Attempts were made in Advanced Dungeons & Dragons to allow cross-genre games using Gamma World (1978) and Boot Hill (1975) rules, but the obscure rules went largely unused. Meanwhile, Call of Cthulhu and Paranoia offered different role-playing experiences, in which the story arc of a group's investigation would lead to death and/or madness, or where comical infighting within a group would be expected and reinforced within the genre conventions of "a darkly humorous future". The Hero System, first introduced in Champions (1981), was also used in Justice, Inc. (1984), Fantasy Hero (1985) and other games. Steve Jackson Games followed with GURPS (the Generic Universal Roleplaying System) in 1986. At the same time, games using the fictional worlds of Star Trek, DC Heroes, the Marvel Universe or The Lord of the Rings expanded the range of possibilities for Table-top gaming. Games such as GURPS and Champions introduced character creation via point-buy systems; later, Vampire: The Masquerade and similar games emphasized storytelling, plot and character development over rules and combat.

Due to the game's success, the term Dungeons & Dragons has sometimes been used as a generic term for fantasy role-playing games. TSR undertook legal action to prevent its trademark from becoming generic.[22] Dungeons & Dragons was a subject of controversy in the 1980s when opponents such as Patricia Pulling claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims.[23] Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.[24] Though role-playing has been generally accepted in society,[25] the subject retains a level of controversy among some religious organizations.[26][27] This belief or attitude is by no means universal among religious organizations; there are faith-based role-playing games on the market[28] and religious role-players who disagree that these games are morally corrupt or occult in nature.[29]

Mid- to late-1990s: decline in popularity edit

Competition from role-playing video games and collectible card games led to a decline in the tabletop role-playing game industry. The financially troubled market leader TSR, Inc., which had suffered financial setbacks from overproduction, was eventually purchased by Wizards of the Coast.[30] To better cope with the economics of role-playing games, they introduced a new regime of open gaming, allowing other companies to publish D&D-compatible supplements. Meanwhile, self-defined "Indie role-playing" communities arose on the internet, studying role-playing and developing several forms of role-playing game theory such as GNS theory. More recently, rules innovations have combined with literary techniques to develop games such as Dogs in the Vineyard and Polaris that rely on the contributions of players to enhance moral agency in a process of emergent storytelling.

2000s-present edit

In 2000, Wizards of the Coast's Dungeons & Dragons brand manager Ryan Dancey introduced a policy whereby other companies could publish D&D-compatible materials under the Open Gaming License (OGL). He was frustrated that game supplements suffered far more diminished sales over time than the core books required to play the game, then this would spread the cost of supplementing the game and would increase sales of the core books, which could only be published by WotC. The new D&D rules became known as the d20 system, and a System Reference Document was published, containing all the rules needed to write a supplement or run a one-off game, but lacking the character advancement rules necessary for long-term play. The open gaming movement and 3rd/3.5 edition D&D (2000, 2003) enjoyed a great deal of success, and although there was some criticism of the move, a great many d20 System games were released until around 2008.[citation needed]

In January 2012, Wizards of the Coast announced that a new edition of the game, at the time referred to as D&D Next, was under development. In direct contrast to the previous editions of the game, D&D Next was developed partly via a public open playtest.[31] An early build of the new edition debuted at the 2012 Dungeons & Dragons Experience event to about 500 fans.[32] Public playtesting began on 24 May 2012,[33] with the final playtest packet released on 20 September 2013.[34] The 5th edition's Basic Rules, a free PDF containing complete rules for play and a subset of the player and DM content from the core rulebooks, was released on 3 July 2014.[35] In forty years the genre grew from a few hobbyists and boutique publishers to an economically significant part of the games industry. Grass-roots and small business involvement remains substantial while larger projects have attracted several million players worldwide. Toys industry leader Hasbro purchased Wizards of the Coast in 1999 for an estimated $325 million.[36]

D&D has seen many shows and podcasts in recent times. These include podcasts such as Dimension 20, Critical Role, and The Adventure Zone.

In 2023, Dungeons and Dragons: Honor Among Thieves was released.

Game systems edit

The set of rules of a role-playing game is known as its game system; the rules themselves are known as game mechanics. Although there are game systems which are shared by many games, for example the d20 system, many games have their own, custom rules system.

 
Role-playing games often use polyhedral dice to resolve game actions

Game rules determine the success or failure of a character's actions, or adjudicate changes in the setting or in the characters themselves. Many game systems use weighted statistics and dice rolls or other random elements.

Some systems are tied to the setting of the game they feature in, or to a broad genre such as science fiction, fantasy, or horror. Examples include Dungeons & Dragons itself (fantasy), Eclipse Phase (a specific science fiction setting), and Call of Cthulhu (settings where the Cthulhu Mythos features strongly). Universal role-playing game systems also exist, created with the intent of building a rule system that can be adapted to any genre. Examples include Basic Role-Playing, Champions, and GURPS. The d20 system, based on the third edition of Dungeons & Dragons, was used in many modern or science fiction game settings such as Spycraft and the Star Wars Roleplaying Game. In practice, most universal systems are more effective for particular settings, power levels, or types of play.

Statistics edit

 
Statistics recorded on a character sheet

Characters in role-playing games are usually represented by a number of statistics. Statistics are an abstract measure of how successful a character is likely to be at a class of tasks. Many game systems make distinctions between two key types of statistic: attributes and skills. Some, such as Burning Wheel and The Shadow of Yesterday include character motivations among these resources. These names are not always consistent across different games - a "skill" in one game may be a "talent" or "ability" in another.

Attributes are statistics all characters possess: strength, agility, and intelligence are common examples. These are ranked, often on a numeric scale, so that a player can gauge the character's capabilities. For example, a character's strength rating could be used to determine the likelihood that the character can lift a certain weight.

Skills are abilities that only some characters possess, such as negotiation, horseback riding, and marksmanship. Game systems often define skills that are genre-appropriate. For example, fantasy settings generally include magic skills, while science-fiction settings may contain spaceship piloting skills. However, some skills are found in several genres: a medieval rogue and a Wild West outlaw may both be very proficient at throwing knives, and a skill labeled "diplomacy" may benefit ancient Roman patricians or industrial tycoons of the 19th century equally well.

Character motivations are things in which the character believes strongly. The Riddle of Steel's Spiritual Attributes, Burning Wheel's Beliefs and The Shadow of Yesterday's Keys are such features. They might reveal secrets the character has kept, aspirations they hold, or other characters they care about.

Character creation edit

Before play begins, players build or select a character. This can take one of several forms:

  • Selecting from a number of pre-set templates, created by the game's developer or by the Game Master. Feng Shui and several Powered by the Apocalypse games use this method.
  • Building a character using a set of broad options, such as class and a fantasy race. This approach is particularly common in fantasy games, such as Dungeons & Dragons and Pathfinder.
  • Point-buy systems, often used in universal RPGs such as Champions, and GURPS, assigns the player a certain number of points with which to purchase statistics for the character. The cost of each statistic varies depending on its presumed effectiveness.
  • Free-form character creation, in which the player assigns statistics to the character as the player sees fit.
  • Not creating a character at all, in games where the character's nature is intended to be uncovered through play.

Campaign settings edit

Each game has a setting in which adventures and campaigns (connected strings of adventures) can take place. Campaign settings are usually designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons), though some settings are published with the intent of being usable in many games. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own.

Campaign settings exist for almost all genres of fiction. Because two long-time best-selling role-playing games, Dungeons & Dragons and Pathfinder,[37] are part of the fantasy genre, fantasy is among the most played role-playing genres. While role-playing's roots began in fantasy, science fiction has been used in settings such as Traveller, horror formed the baseline of the World of Darkness and Call of Cthulhu while Spycraft was based in modern-day spy thriller-oriented settings. The comic book and superhero genres have been utilized for games such as Mutants and Masterminds.

The size of a setting can vary. Campaign settings such as the World of Greyhawk detail entire cosmologies and time-lines of thousands of years, while the setting of a game such as Deadlands might only describe one nation within a brief segment of alternate history, and others like Blades in the Dark describe a single city. Some settings involve shifting between multiple different planets or timelines, sometimes with their own genres. For instance, in GURPS Infinite Worlds, the characters are "Infinity Patrol" agents who travel to alternate worlds, some of which include fantasy or steampunk as well as science fiction elements.

A number of campaign settings have fused multiple genres into a single game. Shadowrun combined fantasy with cyberpunk, Castle Falkenstein drew on fantasy and Steampunk elements, and Torg mashed up fantasy, science fiction, pulp and horror elements. Meanwhile, Feng Shui combined Chinese historical fantasy with Kung Fu action tropes and dystopian science fiction.

Publishers edit

The largest publisher of role-playing games is Wizards of the Coast, a wholly owned subsidiary of Hasbro and publisher of Dungeons & Dragons. Other major companies in 2020-2021 included Onyx Path Publishing (Vampire: The Requiem, Exalted, and others), R. Talsorian Games (Cyberpunk), Paizo (Pathfinder), Evil Hat Productions (Fate), and Modiphius Entertainment (numerous licensed games), as tracked on ICv2's Top 5 Roleplaying Games articles[38] and the Bestselling Titles list[39] on DriveThruRPG.

Most role-playing game publishers are privately held companies and do not release sales figures, making precise estimates difficult. There has been no publicly available, systematic examination of point of sale data, limiting further estimates to a rough consensus between industry analysts.

In 2006, non-Dungeons & Dragons tabletop RPGs in the upper echelons of sales typically generated between five and ten thousand unit sales. Most commercially published RPGs are small press products, having less than a thousand units sold.[40] The technology of print on demand is strongly used in RPGs, since it reduces run costs for the typical small print runs.

Business models edit

Role-playing games are produced under a variety of business models, which succeed or fail based on those models' objectives. The smallest viable businesses are one person companies that produce games using print on demand and e-book technologies. Most of these companies provide a secondary income for their owner-operators. Many of these businesses employ freelancers, but some do not; their owners complete every aspect of the product. Larger companies may have a small office staff that manages publishing, brand development and freelance work. Guided by a developer/manager, freelancers produce most of a game line's content according to a central plan. Finally, a few companies (such as Wizards of the Coast and Mongoose Publishing) maintain an in-house writing and design staff.

The standard business model for successful RPGs relies on multiple sales avenues:

  • the so-called three-tier distribution model, under which the company sells products to distributors who in turn sell the products to retailers who sell to customers. This is traditionally divided into the hobby trade (used by the majority of print publishers) and the book trade (viable for a smaller number of companies able to absorb returns and provide sufficiently large print runs). The industry consensus is that hobby retail sales have greatly declined, with the balance of hobby games sales moving from RPGs to miniatures games and collectible card games
  • direct sales via the internet, through an online retailer or through the company's own electric storefront.
  • electronic sales and distribution, either without any physical product at all (e-books) or through a POD service. Once limited to small companies, this sales venue is now employed by publishers of all sizes.
  • attendance at conventions and events; this is particularly common among live-action games.

Typically, RPG publishers have a very long life cycle once they manage to generate an initial successful game. TSR, the initial publisher of Dungeons & Dragons was an independent entity until 1997 when it was acquired by Wizards of the Coast, who was subsequently acquired by Hasbro in 1999. Many of TSR's contemporaries remain in business as independent publishers. The core design group of a publisher is often kept as a team within the new company for the purposes of continuity and productivity, though layoffs are common after such mergers and acquisitions. For example, Wizards of the Coast experienced multiple layoffs in the wake of acquiring Last Unicorn Games and after its own acquisition by Hasbro.

Indie publishers edit

Independent or "indie" games are produced by a self-identified independent games community, or individuals who may or may not identify with that community. Generally they are self-published or published by a collective group of small publishers. The indie role-playing game community often produces games with signature and idiosyncratic character. Some indie publishers often eschew the three-tier distribution model and sell directly online and at conventions, or directly to stores, but many do use distribution services. The line between "indie" publishers and "mainstream" publishers is hazy at best. Varying definitions require that commercial, design, or conceptual elements of the game stay under the control of the creator, or that the game should just be produced outside of a corporate environment, or be distributed without dependence on the industry's three-tier retail structure.

See also edit

References edit

  1. ^ Kim, John. . Archived from the original on 14 September 2008. Retrieved 9 September 2008.
  2. ^ a b c d e Kim, John. . Archived from the original on 29 August 2008. Retrieved 9 September 2008.
  3. ^ Frum, Larry; Kohan, Topher (8 June 2010). "Dungeons & Dragons tries to lure back players". CNN.
  4. ^ "The great 1980s Dungeons & Dragons panic". BBC. 11 April 2014.
  5. ^ Gilbert, Zora (11 May 2020). "5 Low-Prep, GMless Games to Play from Far Away". Sidequest. Retrieved 3 May 2021.
  6. ^ "Review of Dread". rpgnet.
  7. ^ Grouling, Jennifer (2010). The Creation of Narrative in Tabletop Role-Playing Games. McFarland & Company. p. 6. ISBN 978-0-7864-4451-9. As suggested by the name, TRPGs are played face-to-face (around a table, most likely), and involve players 'acting out' a role. This acting is not always literal. Players do not arrive in costume or speak exclusively in-character – something that differentiates TRPGs from live-action role-playing games (LARPs). Instead, players develop characters based on certain rules and are responsible for deciding what those characters do over the course of the game.
  8. ^ Davidson, Henry A. (10 October 2012). A Short History of Chess. ISBN 9780307828293.
  9. ^ Peterson, Jon (2012). Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-playing Games. Unreason Press. ISBN 978-0-615-64204-8.
  10. ^ . University of Virginia. Archived from the original on 14 May 2003.
  11. ^ Wick, John (1 October 2014). "Chess is not an RPG: The Illusion of Game Balance". John Wick Presents.
  12. ^ Rilstone, Andrew (1994). "Role-Playing Games: An Overview". RPGnet. Retrieved 1 September 2006.
  13. ^ "Where we've been and where we're going".: "Generation 1" games
  14. ^ a b Laycock, Joseph (12 February 2015). "Chapter 1: The Birth of Fantasy Role-Playing Games". Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. University of California Press. pp. 31–50. ISBN 978-0520960565.
  15. ^ Sacco, Ciro Alessandro (4 March 2004). . Atlas of Adventure. Archived from the original on 30 May 2004.
  16. ^ "What Is a 'Role-Playing Game' Anyway?". Wired. 25 December 2020. Retrieved 25 December 2020.
  17. ^ a b Gilsdorf, Ethan (20 March 2012). "Gamers Mourn "Lost Tolkien" M.A.R. Barker". Wired. Retrieved 15 June 2020 – via www.wired.com.
  18. ^ Slack, Andy (4 April 2012). "Review: Empire of the Petal Throne". Halfway Station. Retrieved 28 January 2017.
  19. ^ Barker, M.A.R. Empire of the Petal Throne. p. 34.
  20. ^ . Wizards of the Coast. Archived from the original on 24 September 2008. Retrieved 20 August 2005.
  21. ^ Appelcline, Shannon (2014). Designers and Dragons: the '70s. Evil Hat Productions. p. 160. ISBN 978-1-61317-075-5. Metaplots generally advanced the plotline of an RPG setting through new publications. Uniquely, GDW explored both of these avenues in the late '70s.
  22. ^ "TSR vs Mayfair Games". www.darkshire.net. Retrieved 29 December 2022.
  23. ^ "Paul Cardwell, Jr.: The Attacks on Role-Playing Games". www.rpgstudies.net. Retrieved 29 December 2022.
  24. ^ Kestrel, Gwendolyn F.M. . New Horizons for Learning. Archived from the original on 29 September 2006. Retrieved 7 July 2021.
  25. ^ "Christian Gamers Guild". Retrieved 29 December 2022.
  26. ^ "Chick.com: Dark Dungeons". www.chick.com. Retrieved 29 December 2022.
  27. ^ "Games: Fantasy or Reality?", The Watchman Expositor, Watchman Fellowship ministry, vol. 15, no. 6, 1998 - article denouncing role-playing games as cult activity
  28. ^ "missing". ww1.holylands.net. Retrieved 29 December 2022.[dead link]
  29. ^ "Confessions of a Dungeons & Dragons Addict". www.mjyoung.net. Retrieved 29 December 2022.
  30. ^ "Wizards of the Coast to acquire TSR". www.gamecabinet.com. Retrieved 29 December 2022.
  31. ^ Gilsdorf, Ethan (9 January 2012). "Players Roll the Dice for Dungeons & Dragons Remake". The New York Times. p. 2. Retrieved 9 January 2012.
  32. ^ Ohannessian, Kevin (3 February 2012). ""Dungeons & Dragons Next" Creators Look To Simplicity, Open Development To Regain Lost Gamers". Co.Create. Retrieved 30 August 2013.
  33. ^ Mearls, Mike (25 April 2012). . Wizards.com. Archived from the original on 20 July 2014.
  34. ^ . Wizards.com. 20 September 2012. Archived from the original on 21 July 2014.
  35. ^ "5E Basic Rules". Wizards.com. 3 July 2014. Retrieved 20 August 2014.
  36. ^ "Popular Board Games". The Spruce Crafts. Retrieved 29 December 2022.
  37. ^ "Top 5 Roleplaying Games--Fall 2020". ICv2. 18 March 2021. Retrieved 14 September 2021.
  38. ^ "TOP 5 ROLEPLAYING GAMES - SPRING 2021". ICv2. Retrieved 15 September 2021.
  39. ^ "Top 100 Products". DriveThruRPG. Retrieved 15 September 2021.
  40. ^ Sullivan, Kate (9 November 2017). "Complete Guide to Small Press Publishing: The Good, The Bad, and The Ugly of Small Presses for Writers". TCK Publishing. Retrieved 3 May 2021.

External links edit

  • Tabletop role-playing game at Curlie
  • RPG.Net – RPG community and database


tabletop, role, playing, game, tabletop, role, playing, game, typically, abbreviated, trpg, ttrpg, also, known, paper, role, playing, game, classification, role, playing, game, which, participants, describe, their, characters, actions, through, speech, partici. A tabletop role playing game typically abbreviated as TRPG or TTRPG also known as a pen and paper role playing game is a classification for a 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 1 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 2 Players during a game sessionThe 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 2 Contents 1 Gameplay 1 1 Overview 1 2 Detail 2 History 2 1 Early role playing 2 2 Mid 1980s to early 90s diversification of settings and systems 2 3 Mid to late 1990s decline in popularity 2 4 2000s present 3 Game systems 3 1 Statistics 3 2 Character creation 4 Campaign settings 5 Publishers 5 1 Business models 5 2 Indie publishers 6 See also 7 References 8 External linksGameplay editOverview edit 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 inhabitants the other players describe the intended actions of their characters and the GM describes the outcomes Some outcomes are determined by the game system and some are chosen by the GM 2 This pattern was established by the first published role playing game Dungeons amp Dragons but is not universal across all tabletop RPGs Detail edit Games are of indefinite length from a single brief session usually completed in a few hours to a series of repeated sessions that may continue for years with an evolving cast of players and characters Play is often episodic and mission centric with a series of challenges culminating in a final puzzle or enemy that must be overcome Multiple missions played with the same characters may be related to each other in a plot arc of escalating challenges The exact tone structure pace and end if any vary from game to game depending on the needs and preferences of the players During the first session players typically create characters whose roles they will play in the game As well as fleshing out the character s personal history and background they assign numerical statistics to the character these will be used later to determine the outcome of events in the game Together these notes tell the player about their character and said character s place in the game world 2 In many game systems characters can increase their statistics during the course of the game or over multiple games nbsp Role players at the Convention Burg Con in Berlin 2009 The gamesmaster left sits behind the GM s screen The GM then begins the game by introducing and describing the setting and the characters Specific tabletop RPGs may have a unique name for the GM role for examples Dungeon Master Referee and Storyteller 3 4 Some games such as Polaris and Primetime Adventures have distributed the authority of the GM to different players and to different degrees This technique is often used to ensure that all players are involved in producing a situation that is interesting and that conflicts of interest suffered by the GM are avoided on a systemic level 5 The players describe their characters actions and the GM responds by describing the outcome of those actions Usually these outcomes are determined by the setting and the GM s common sense most actions are straightforward and immediately successful 2 For example if a player has their character look around a room the GM will describe the room if they have their character leave the GM will describe whatever they encounter outside the room The outcomes of some actions are determined by the rules of the game For example while looking around the room a character may or may not notice an important object or secret doorway depending on the character s powers of perception Determining the outcome usually involves rolling dice and adjusting the result for the character s statistics and environmental factors to see whether the action was successful Typically the higher the character s score in a particular attribute the higher their probability of success There are alternate game systems which are diceless or use alternate forms of randomization such as a deck of cards or a Jenga tower 6 Tabletop RPG settings includes challenges for the player characters to overcome through play such as traps to be avoided rulers to be courted or adversaries to be fought Many game sessions contain moments of puzzle solving negotiation chases and combat Frequently this involves interacting with non player characters other denizens of the game world which are played by the GM In most games the full details of the setting are kept secret but some broad details of the game world are usually given to the players Tabletop RPGs are often conducted like radio drama only the spoken component of a role is acted Acting in tabletop RPGs is not always literal and players do not always speak exclusively in character Instead players act out their role by deciding and describing what actions their characters will take within the rules of the game 7 History editMain article History of role playing games Early role playing edit Tabletop role playing games have origins in wargaming which has roots in ancient strategy games particularly chess and its predecessor Chaturanga 8 From the late 18th century to the 19th century chess variants evolved into modern wargames most notably Kriegsspiel Over a century later David Wesely developed Braunstein the first tabletop roleplaying game from Strategos and then the miniature wargame Chainmail was released in 1971 both of which became the basis for Dungeons amp Dragons 9 10 According to RPG designer John Wick chess can be turned into a role playing game if chess pieces such as the king queen rooks knights or pawns are given names and decisions are made based on their motivations According to Wick Dungeons amp Dragons was a sophisticated intricate and complicated combat simulation board game that people were turning into a roleplaying game just like giving your rook a motive in Chess 11 The assumption of roles was a central theme in some early 20th century activities such as the game Jury Box mock trials model legislatures and Theatre Games In the 1960s historical reenactment groups such as The Sealed Knot and the Society for Creative Anachronism began to perform creative history reenactments introducing fantasy elements and in the 1970s fantasy wargames were developed inspired by sword and sorcery fiction in which each player controlled only a single unit or character The earlier role playing tradition was combined with the wargames rule based character representation to form the first role playing games 12 13 Dungeons amp Dragons developed in 1974 by Dave Arneson and E Gary Gygax and published by Gygax s company TSR was the first commercially available role playing game though at the time its first printing was marketed as a niche wargaming product 14 Gygax expected to sell about 50 000 copies total to a strictly hobbyist market 15 After establishing itself in boutique stores it developed a strong lasting fan base that distinguished itself from the typical wargame player base By the time of its first major reprinting in 1977 Dungeons amp Dragons was refocused as a role playing game to segregate it from the typical wargame 14 16 One of the first original role playing games was M A R Barker s Empire of the Petal Throne first published in 1974 the same year as Dungeons amp Dragons It introduced the fictional world of Tekumel influenced by Indian Middle Eastern Egyptian and Meso American mythology 17 It also introduced the game mechanic of critical hits 18 According to creator Barker this simulates the lucky hit on a vital organ 19 The game influenced Arneson and Gygax who was so impressed with it that his company TSR published Empire of the Petal Throne in 1975 17 TSR published Barker s game and setting as a standalone game rather than as a supplement to the original D amp D rules 20 Another early game was Traveller designed by Marc Miller and first published in 1977 by Game Designer s Workshop This was originally intended to be a system for playing generic space opera themed science fiction adventures in the same sense that Dungeons amp Dragons was a system for generic fantasy adventures but an optional setting called the Third Imperium that was detailed in subsequent supplements became strongly identified with the game The changes in this setting over time especially those involving the Fifth Frontier War as depicted in the Journal of the Travellers Aid Society arguably constitute the first use of metaplot in a role playing game 21 Mid 1980s to early 90s diversification of settings and systems edit Up to this stage each game had tied itself to a particular setting If a player wanted to play in a science fiction game and a fantasy game they had to learn two game systems Attempts were made in Advanced Dungeons amp Dragons to allow cross genre games using Gamma World 1978 and Boot Hill 1975 rules but the obscure rules went largely unused Meanwhile Call of Cthulhu and Paranoia offered different role playing experiences in which the story arc of a group s investigation would lead to death and or madness or where comical infighting within a group would be expected and reinforced within the genre conventions of a darkly humorous future The Hero System first introduced in Champions 1981 was also used in Justice Inc 1984 Fantasy Hero 1985 and other games Steve Jackson Games followed with GURPS the Generic Universal Roleplaying System in 1986 At the same time games using the fictional worlds of Star Trek DC Heroes the Marvel Universe or The Lord of the Rings expanded the range of possibilities for Table top gaming Games such as GURPS and Champions introduced character creation via point buy systems later Vampire The Masquerade and similar games emphasized storytelling plot and character development over rules and combat Due to the game s success the term Dungeons amp Dragons has sometimes been used as a generic term for fantasy role playing games TSR undertook legal action to prevent its trademark from becoming generic 22 Dungeons amp Dragons was a subject of controversy in the 1980s when opponents such as Patricia Pulling claimed it caused negative spiritual and psychological effects Academic research has discredited these claims 23 Some educators support role playing games as a healthy way to hone reading and arithmetic skills 24 Though role playing has been generally accepted in society 25 the subject retains a level of controversy among some religious organizations 26 27 This belief or attitude is by no means universal among religious organizations there are faith based role playing games on the market 28 and religious role players who disagree that these games are morally corrupt or occult in nature 29 Mid to late 1990s decline in popularity edit Competition from role playing video games and collectible card games led to a decline in the tabletop role playing game industry The financially troubled market leader TSR Inc which had suffered financial setbacks from overproduction was eventually purchased by Wizards of the Coast 30 To better cope with the economics of role playing games they introduced a new regime of open gaming allowing other companies to publish D amp D compatible supplements Meanwhile self defined Indie role playing communities arose on the internet studying role playing and developing several forms of role playing game theory such as GNS theory More recently rules innovations have combined with literary techniques to develop games such as Dogs in the Vineyard and Polaris that rely on the contributions of players to enhance moral agency in a process of emergent storytelling 2000s present edit In 2000 Wizards of the Coast s Dungeons amp Dragons brand manager Ryan Dancey introduced a policy whereby other companies could publish D amp D compatible materials under the Open Gaming License OGL He was frustrated that game supplements suffered far more diminished sales over time than the core books required to play the game then this would spread the cost of supplementing the game and would increase sales of the core books which could only be published by WotC The new D amp D rules became known as the d20 system and a System Reference Document was published containing all the rules needed to write a supplement or run a one off game but lacking the character advancement rules necessary for long term play The open gaming movement and 3rd 3 5 edition D amp D 2000 2003 enjoyed a great deal of success and although there was some criticism of the move a great many d20 System games were released until around 2008 citation needed In January 2012 Wizards of the Coast announced that a new edition of the game at the time referred to as D amp D Next was under development In direct contrast to the previous editions of the game D amp D Next was developed partly via a public open playtest 31 An early build of the new edition debuted at the 2012 Dungeons amp Dragons Experience event to about 500 fans 32 Public playtesting began on 24 May 2012 33 with the final playtest packet released on 20 September 2013 34 The 5th edition s Basic Rules a free PDF containing complete rules for play and a subset of the player and DM content from the core rulebooks was released on 3 July 2014 35 In forty years the genre grew from a few hobbyists and boutique publishers to an economically significant part of the games industry Grass roots and small business involvement remains substantial while larger projects have attracted several million players worldwide Toys industry leader Hasbro purchased Wizards of the Coast in 1999 for an estimated 325 million 36 D amp D has seen many shows and podcasts in recent times These include podcasts such as Dimension 20 Critical Role and The Adventure Zone In 2023 Dungeons and Dragons Honor Among Thieves was released Game systems editMain article Role playing game system The set of rules of a role playing game is known as its game system the rules themselves are known as game mechanics Although there are game systems which are shared by many games for example the d20 system many games have their own custom rules system nbsp Role playing games often use polyhedral dice to resolve game actionsGame rules determine the success or failure of a character s actions or adjudicate changes in the setting or in the characters themselves Many game systems use weighted statistics and dice rolls or other random elements Some systems are tied to the setting of the game they feature in or to a broad genre such as science fiction fantasy or horror Examples include Dungeons amp Dragons itself fantasy Eclipse Phase a specific science fiction setting and Call of Cthulhu settings where the Cthulhu Mythos features strongly Universal role playing game systems also exist created with the intent of building a rule system that can be adapted to any genre Examples include Basic Role Playing Champions and GURPS The d20 system based on the third edition of Dungeons amp Dragons was used in many modern or science fiction game settings such as Spycraft and the Star Wars Roleplaying Game In practice most universal systems are more effective for particular settings power levels or types of play Statistics edit Main article Statistic role playing games nbsp Statistics recorded on a character sheetCharacters in role playing games are usually represented by a number of statistics Statistics are an abstract measure of how successful a character is likely to be at a class of tasks Many game systems make distinctions between two key types of statistic attributes and skills Some such as Burning Wheel and The Shadow of Yesterday include character motivations among these resources These names are not always consistent across different games a skill in one game may be a talent or ability in another Attributes are statistics all characters possess strength agility and intelligence are common examples These are ranked often on a numeric scale so that a player can gauge the character s capabilities For example a character s strength rating could be used to determine the likelihood that the character can lift a certain weight Skills are abilities that only some characters possess such as negotiation horseback riding and marksmanship Game systems often define skills that are genre appropriate For example fantasy settings generally include magic skills while science fiction settings may contain spaceship piloting skills However some skills are found in several genres a medieval rogue and a Wild West outlaw may both be very proficient at throwing knives and a skill labeled diplomacy may benefit ancient Roman patricians or industrial tycoons of the 19th century equally well Character motivations are things in which the character believes strongly The Riddle of Steel s Spiritual Attributes Burning Wheel s Beliefs and The Shadow of Yesterday s Keys are such features They might reveal secrets the character has kept aspirations they hold or other characters they care about Character creation edit Main article Character creation Before play begins players build or select a character This can take one of several forms Selecting from a number of pre set templates created by the game s developer or by the Game Master Feng Shui and several Powered by the Apocalypse games use this method Building a character using a set of broad options such as class and a fantasy race This approach is particularly common in fantasy games such as Dungeons amp Dragons and Pathfinder Point buy systems often used in universal RPGs such as Champions and GURPS assigns the player a certain number of points with which to purchase statistics for the character The cost of each statistic varies depending on its presumed effectiveness Free form character creation in which the player assigns statistics to the character as the player sees fit Not creating a character at all in games where the character s nature is intended to be uncovered through play Campaign settings editMain article Campaign setting Each game has a setting in which adventures and campaigns connected strings of adventures can take place Campaign settings are usually designed for a specific game such as the Forgotten Realms setting for Dungeons amp Dragons though some settings are published with the intent of being usable in many games There are numerous campaign settings available both in print and online In addition to published campaign settings available for purchase many game masters create their own Campaign settings exist for almost all genres of fiction Because two long time best selling role playing games Dungeons amp Dragons and Pathfinder 37 are part of the fantasy genre fantasy is among the most played role playing genres While role playing s roots began in fantasy science fiction has been used in settings such as Traveller horror formed the baseline of the World of Darkness and Call of Cthulhu while Spycraft was based in modern day spy thriller oriented settings The comic book and superhero genres have been utilized for games such as Mutants and Masterminds The size of a setting can vary Campaign settings such as the World of Greyhawk detail entire cosmologies and time lines of thousands of years while the setting of a game such as Deadlands might only describe one nation within a brief segment of alternate history and others like Blades in the Dark describe a single city Some settings involve shifting between multiple different planets or timelines sometimes with their own genres For instance in GURPS Infinite Worlds the characters are Infinity Patrol agents who travel to alternate worlds some of which include fantasy or steampunk as well as science fiction elements A number of campaign settings have fused multiple genres into a single game Shadowrun combined fantasy with cyberpunk Castle Falkenstein drew on fantasy and Steampunk elements and Torg mashed up fantasy science fiction pulp and horror elements Meanwhile Feng Shui combined Chinese historical fantasy with Kung Fu action tropes and dystopian science fiction Publishers editMain article List of game manufacturers This section needs to be updated Please help update this article to reflect recent events or newly available information January 2018 The largest publisher of role playing games is Wizards of the Coast a wholly owned subsidiary of Hasbro and publisher of Dungeons amp Dragons Other major companies in 2020 2021 included Onyx Path Publishing Vampire The Requiem Exalted and others R Talsorian Games Cyberpunk Paizo Pathfinder Evil Hat Productions Fate and Modiphius Entertainment numerous licensed games as tracked on ICv2 s Top 5 Roleplaying Games articles 38 and the Bestselling Titles list 39 on DriveThruRPG Most role playing game publishers are privately held companies and do not release sales figures making precise estimates difficult There has been no publicly available systematic examination of point of sale data limiting further estimates to a rough consensus between industry analysts In 2006 non Dungeons amp Dragons tabletop RPGs in the upper echelons of sales typically generated between five and ten thousand unit sales Most commercially published RPGs are small press products having less than a thousand units sold 40 The technology of print on demand is strongly used in RPGs since it reduces run costs for the typical small print runs Business models edit Role playing games are produced under a variety of business models which succeed or fail based on those models objectives The smallest viable businesses are one person companies that produce games using print on demand and e book technologies Most of these companies provide a secondary income for their owner operators Many of these businesses employ freelancers but some do not their owners complete every aspect of the product Larger companies may have a small office staff that manages publishing brand development and freelance work Guided by a developer manager freelancers produce most of a game line s content according to a central plan Finally a few companies such as Wizards of the Coast and Mongoose Publishing maintain an in house writing and design staff The standard business model for successful RPGs relies on multiple sales avenues the so called three tier distribution model under which the company sells products to distributors who in turn sell the products to retailers who sell to customers This is traditionally divided into the hobby trade used by the majority of print publishers and the book trade viable for a smaller number of companies able to absorb returns and provide sufficiently large print runs The industry consensus is that hobby retail sales have greatly declined with the balance of hobby games sales moving from RPGs to miniatures games and collectible card games direct sales via the internet through an online retailer or through the company s own electric storefront electronic sales and distribution either without any physical product at all e books or through a POD service Once limited to small companies this sales venue is now employed by publishers of all sizes attendance at conventions and events this is particularly common among live action games Typically RPG publishers have a very long life cycle once they manage to generate an initial successful game TSR the initial publisher of Dungeons amp Dragons was an independent entity until 1997 when it was acquired by Wizards of the Coast who was subsequently acquired by Hasbro in 1999 Many of TSR s contemporaries remain in business as independent publishers The core design group of a publisher is often kept as a team within the new company for the purposes of continuity and productivity though layoffs are common after such mergers and acquisitions For example Wizards of the Coast experienced multiple layoffs in the wake of acquiring Last Unicorn Games and after its own acquisition by Hasbro Indie publishers edit Main article Indie role playing game Independent or indie games are produced by a self identified independent games community or individuals who may or may not identify with that community Generally they are self published or published by a collective group of small publishers The indie role playing game community often produces games with signature and idiosyncratic character Some indie publishers often eschew the three tier distribution model and sell directly online and at conventions or directly to stores but many do use distribution services The line between indie publishers and mainstream publishers is hazy at best Varying definitions require that commercial design or conceptual elements of the game stay under the control of the creator or that the game should just be produced outside of a corporate environment or be distributed without dependence on the industry s three tier retail structure See also editGaming convention Polish role playing gamesReferences edit Kim John What is a Role Playing Game Archived from the original on 14 September 2008 Retrieved 9 September 2008 a b c d e Kim John Narrative or Tabletop RPGs Archived from the original on 29 August 2008 Retrieved 9 September 2008 Frum Larry Kohan Topher 8 June 2010 Dungeons amp Dragons tries to lure back players CNN The great 1980s Dungeons amp Dragons panic BBC 11 April 2014 Gilbert Zora 11 May 2020 5 Low Prep GMless Games to Play from Far Away Sidequest Retrieved 3 May 2021 Review of Dread rpgnet Grouling Jennifer 2010 The Creation of Narrative in Tabletop Role Playing Games McFarland amp Company p 6 ISBN 978 0 7864 4451 9 As suggested by the name TRPGs are played face to face around a table most likely and involve players acting out a role This acting is not always literal Players do not arrive in costume or speak exclusively in character something that differentiates TRPGs from live action role playing games LARPs Instead players develop characters based on certain rules and are responsible for deciding what those characters do over the course of the game Davidson Henry A 10 October 2012 A Short History of Chess ISBN 9780307828293 Peterson Jon 2012 Playing at the World A History of Simulating Wars People and Fantastic Adventures from Chess to Role playing Games Unreason Press ISBN 978 0 615 64204 8 Brief History of Wargaming University of Virginia Archived from the original on 14 May 2003 Wick John 1 October 2014 Chess is not an RPG The Illusion of Game Balance John Wick Presents Rilstone Andrew 1994 Role Playing Games An Overview RPGnet Retrieved 1 September 2006 Where we ve been and where we re going Generation 1 games a b Laycock Joseph 12 February 2015 Chapter 1 The Birth of Fantasy Role Playing Games Dangerous Games What the Moral Panic over Role Playing Games Says about Play Religion and Imagined Worlds University of California Press pp 31 50 ISBN 978 0520960565 Sacco Ciro Alessandro 4 March 2004 The Ultimate Interview with Gary Gygax Atlas of Adventure Archived from the original on 30 May 2004 What Is a Role Playing Game Anyway Wired 25 December 2020 Retrieved 25 December 2020 a b Gilsdorf Ethan 20 March 2012 Gamers Mourn Lost Tolkien M A R Barker Wired Retrieved 15 June 2020 via www wired com Slack Andy 4 April 2012 Review Empire of the Petal Throne Halfway Station Retrieved 28 January 2017 Barker M A R Empire of the Petal Throne p 34 The History of TSR Wizards of the Coast Archived from the original on 24 September 2008 Retrieved 20 August 2005 Appelcline Shannon 2014 Designers and Dragons the 70s Evil Hat Productions p 160 ISBN 978 1 61317 075 5 Metaplots generally advanced the plotline of an RPG setting through new publications Uniquely GDW explored both of these avenues in the late 70s TSR vs Mayfair Games www darkshire net Retrieved 29 December 2022 Paul Cardwell Jr The Attacks on Role Playing Games www rpgstudies net Retrieved 29 December 2022 Kestrel Gwendolyn F M Working Hard at Play New Horizons for Learning Archived from the original on 29 September 2006 Retrieved 7 July 2021 Christian Gamers Guild Retrieved 29 December 2022 Chick com Dark Dungeons www chick com Retrieved 29 December 2022 Games Fantasy or Reality The Watchman Expositor Watchman Fellowship ministry vol 15 no 6 1998 article denouncing role playing games as cult activity missing ww1 holylands net Retrieved 29 December 2022 dead link Confessions of a Dungeons amp Dragons Addict www mjyoung net Retrieved 29 December 2022 Wizards of the Coast to acquire TSR www gamecabinet com Retrieved 29 December 2022 Gilsdorf Ethan 9 January 2012 Players Roll the Dice for Dungeons amp Dragons Remake The New York Times p 2 Retrieved 9 January 2012 Ohannessian Kevin 3 February 2012 Dungeons amp Dragons Next Creators Look To Simplicity Open Development To Regain Lost Gamers Co Create Retrieved 30 August 2013 Mearls Mike 25 April 2012 Dungeons amp Dragons Roleplaying Game Official Home Page Article News on D amp D Next Wizards com Archived from the original on 20 July 2014 Final Playtest Packet Wizards com 20 September 2012 Archived from the original on 21 July 2014 5E Basic Rules Wizards com 3 July 2014 Retrieved 20 August 2014 Popular Board Games The Spruce Crafts Retrieved 29 December 2022 Top 5 Roleplaying Games Fall 2020 ICv2 18 March 2021 Retrieved 14 September 2021 TOP 5 ROLEPLAYING GAMES SPRING 2021 ICv2 Retrieved 15 September 2021 Top 100 Products DriveThruRPG Retrieved 15 September 2021 Sullivan Kate 9 November 2017 Complete Guide to Small Press Publishing The Good The Bad and The Ugly of Small Presses for Writers TCK Publishing Retrieved 3 May 2021 External links editTabletop role playing game at Curlie RPG Net RPG community and database Retrieved from https en wikipedia org w index php title Tabletop role playing game amp oldid 1178129251, wikipedia, wiki, book, books, library,

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