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What Is Roleplaying?


A Quick Explanation of Roleplaying Games

There have been many attempts to describe just what roleplaying games (or RPGs, for short) are, to those not familiar with them, but the most concise and to-the-point one I've seen comes from Mike Pondsmith of R. Talsorian Games: "Roleplaying games are 'Let's Pretend', with rules." 

There is nothing mysterious, secret, or sinister about RPGs -- they are simply a more grown-up version of the make-believe games you probably played as a child.  Imagine a group of people working together to write a novel, or a screenplay for a movie, making it up as they go along -- and not knowing in advance how the story will end -- and you've got a pretty good idea of the essence of a roleplaying game.

How do roleplaying games work?

Most RPGs share some common elements, though the terms they use to describe those elements vary.  One player serves as the game's moderator and referee, and is commonly referred to as the Gamemaster, or GM.  It is the GM's responsibility to lay the groundwork for the game -- what the setting is, the basics of the plotline of the story, and so on.  This can be as simple as buying a pre-made setting or adventure (which most game companies publish for use with their games), or as complex as creating a completely original game world.  The other players, typically four to six in number (though smaller and larger groups are not uncommon), each control the actions of a fictional character (often known as a Player Character, or PC) within the setting chosen by the GM.

Most commonly, RPGs are played on an episodic basis, the players meeting once a week to pick up where they left off the preceding week, continuing until they have completed the plotline or adventure set out for them by the GM.  Often, a game will continue after the conclusion of an adventure, the same characters continuing on into a new plotline, much in the fashion of book series or movie sequels.  Such an ongoing game is often called a campaign, a holdover term from the tabletop wargames which were the direct ancestors of RPGs.

What happens in a roleplaying session?

In a typical session, the players gather somewhere convenient (around a kitchen table, in a college classroom, in the GM's living room, etc.), bringing with them the things they will need during the game (and usually a generous supply of snack food).  For most games, each player will bring his or her character sheet for the game, a form filled out with the various attributes which describe their Player Characters in terms of the game's rules -- for example, how strong each character is, how smart, how fast, what sorts of skills they have, and so on.  They will also usually bring dice (which are used to determine characters' success or failure at doing things), and also a copy of the rulebook.  The GM will bring his or her notes on the adventure, as well as a copy of the rules and any additional materials they might need -- like dice, a map of the area in which the adventure takes place, and character sheets for other characters in the setting whom the PCs might encounter (usually called Non-Player Characters, or NPCs, and controlled by the GM -- think of them as the supporting cast).

An excerpt from a game session might go something like the following.  In this session, Jane is the GM and David is one of the players, playing a character named Thomas.

Jane: "Okay, David -- The enemy lookouts are starting to patrol.  There are two of them, and they're moving toward you as they search the area. They don't appear to know that you are there, yet.  What do you do?"

David: "I look around myself -- What else do I see, besides the bad guys?  Any cover I can get to?"

Jane: "Yes, there's some brush a little further away that looks like you might be able to hide in it, if you get there quickly and without being spotted."

David (After thinking for a moment whether Thomas should try to hide or maybe try to fight the sentries instead, and deciding on the better part of valor): "Okay, I'll go for the cover."

Jane: "All right, you need to get there without being seen, first.  What's Thomas's Stealth skill?"

David (Consulting his character sheet for Thomas): "Eleven."

Jane: "Okay, it's dark out, which will give you a bonus to doing this -- Roll three dice, and if you get less than a 14, you make it."

The story would then continue, with the outcome partly depending on David's decisions concerning his character Thomas' actions, and partly on rolls of the dice.  Will Thomas get away, or will he be caught, and his compatriots (the other PCs) then need to try to rescue him?  Part of the fun and excitement of playing RPGs comes from dealing with situations like these, where the players need to make on-the-spot decisions and the GM needs to be flexible and quick-thinking enough to deal with the constantly-changing circumstances affecting the plot.

What kinds of roleplaying games are there?

Dozens of different roleplaying games have been published in the more than twenty years since the first RPGs made their appearance on store shelves.  Some are made for a particular type of setting -- high fantasy, science fiction, horror, etc. -- while others are more general-purpose and adaptable to any type of game the GM and the players wish to play.  (A partial listing of popular titles can be found at the end of this article.)  The one game which most non-RPG-players have typically heard of (though they often have some very strange and inaccurate preconceived notions concerning it) is Dungeons and Dragons, published by TSR, Inc.  D&D, which is geared toward fantasy-medieval settings reminiscent of the Arthurian legends or the writings of J.R.R. Tolkien (The Hobbit, the Lord of the Rings trilogy), dates back to the early days of roleplaying, and is still available today.  The current version, Advanced Dungeons & Dragons (2nd Edition), is still the most widely-available and most well-known RPG worldwide, having been translated into many languages and sold in many countries.

One of the more recent developments in roleplaying is Live Action Roleplaying, or LARP.  In a LARP, the players move around and act out the actions of their characters, rather than sitting down and simply describing them.  The rules used in LARPs are often simplified versions of conventional, "tabletop" RPGs, suitable for the more mobile nature of live action, where carrying rulebooks and such around would be cumbersome and detract from play.

Where can I find out more?

Local game and hobby stores often have knowledgeable and informative roleplaying enthusiasts on staff who will be happy to answer your questions.  Or, alternatively, many colleges and universities have active gaming clubs whose meetings and other events are open to the public.  More information can be found via the links on the Rochester Area Gaming and Gaming Resources pages on this site.  Also, check out the link below:

GAMA  The Game Manufacturers' Association's Publications and Downloads page.
I especially recommend their pamphlet, Questions and Answers about Roleplaying Games.
 


A Partial List of Popular Roleplaying Games

Some popular titles, in no particular order:

Game Publisher Genre or Setting
GURPS Steve Jackson Games General-purpose/multi-genre
Middle-Earth Role Playing Iron Crown Tolkien's world
Cyberpunk 2020 R. Talsorian Games Near-future gritty science fiction
Star Wars, the RPG West End Games The Star Wars universe
Shadowrun FASA Corporation Cyberpunk/Fantasy hybrid
Vampire: The Masquerade White Wolf Modern horror, a la Anne Rice
Champions HERO Games Comic-book superheroes

The above article is Copyright © 1998 Daniel L. Quackenbush.   Permission is granted to reproduce the text in its entirety, with this copyright notice attached and without any editing or omissions, so long as such reproduction is not sold for profit.  All other rights reserved.

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