Xathos of Varisia's Guide to Filling out a Character Sheet in the Brinewall
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Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
Definitions of “Role-Playing Games”
This is an Accepted Manuscript of a book chapter published by Routledge in Role- Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia-Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Zagal, José P. and Deterding, S. (2018). Definitions of “Role-Playing Games”. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 19-51. 2 Definitions of “Role-Playing Games” José P. Zagal; Sebastian Deterding For some, defining “game” is a hopeless task (Parlett 1999). For others, the very idea that one could capture the meaning of a word in a list of defining features is flawed, because language and meaning-making do not work that way (Wittgenstein 1963). Still, we use the word “game” every day and, generally, understand each other when we do so. Among game scholars and professionals, we debate “game” definitions with fervor and sophistication. And yet, while we usually agree with some on some aspects, we never seem to agree with everyone on all. At most, we agree on what we disagree about – that is, what disagreements we consider important for understanding and defining “games” (Stenros 2014). What is true for “games” holds doubly for “role-playing games”. In fact, role- playing games (RPGs) are maybe the most contentious game phenomenon: the exception, the outlier, the not-quite-a-game game. In their foundational game studies text Rules of Play, Salen and Zimmerman (2004, 80) acknowledge that their definition of a game (“a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome”) considers RPGs a borderline case. -
The Role of Character Creation in Role Playing Gamification Ben Schillmoeller About Me
The Role of Character Creation in Role Playing Gamification Ben Schillmoeller About me... ● Graduate Student in Jewish Education at American Jewish University ● 5th and 6th Grade Judaic Studies Teacher at Briskin Elementary School ● 10 years of Summer Camp Programming Experience ● Moderate Dungeon Master ● Player a variety of Tabletop Role Playing Games (TRPG) ○ Dungeons and Dragons ○ No Thank You Evil ○ Spirit of 77 ○ Too Many Bones ○ Etc. Goals for Today ● Define Role Playing Games and Long Form Role Playing Education ● Define Character Creation and explore its origins. ● Review a variety of modern Character Creation methods. ● Conceptualize Character Creation methods and subsequent Long Form Role Playing Education for different subjects. ● Dissect Character Creation methods in Long Form Role Playing Education. Tabletop Role Playing Games A tabletop role-playing game (TRPG) is a form of 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, 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. -Wikipedia “Participants determine the actions of their characters based on their characterization, and the How does this actions succeed or fail according translate to to a set formal system of rules Education? and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.” Participants determine the actions of their characters based on their characterization ● “But what I do have are a very particular set of skills, skills I have acquired over a very long career, skills that make me a nightmare for people like you.” -Liam Neeson That Movie Where Bad Guys Stole His Daughter ● Students choose actions based on the character they created. -
Realms of Màgia: Exploring Roleplaying Games As Interaction Design Systems
REALMS OF MÀGIA: EXPLORING ROLEPLAYING GAMES AS INTERACTION DESIGN SYSTEMS A thesis submitted to the Kent StAte University Honors College in partiAl fulfillment of the requirements for University Honors by Austin J. Reitz MAy, 2019 Thesis written by Austin J. Reitz Approved by _____________________________________________________________________, Advisor _____________________________________________________________________, Director, School of Visual CommunicAtion Design Accepted by ___________________________________________________, DeAn, Honors College ii TABLE OF CONTENTS LIST OF FIGURES…..………………………………………………………………….iv LIST OF TABLES………..………………………………………………………………v ACKNOWLEDGMENT…………………………………………………..……………..vi CHAPTER I. WHAT ARE ROLEPLAYING GAMES?………………………...………1 II. WHY MAKE ANOTHER ROLEPLAYING GAME? ……….…………..5 III. INTENT FOR A NEW GAME……………………………………………9 IV. DEVELOPMENT OF A NEW GAME………………………………….11 V. MEANING AND APPLICATION………………………………………37 VI. FUTURE ITERATIONS………………………………………………...39 REFERENCES…..............................................................................................................43 APPENDIX 1. FIGURES………………………………………………………………...46 2. TABLES…………………………………………………………………52 iii LIST OF FIGURES Figure 1. Character Sheet Attempt PAge 1…………………………………………………46 Figure 2. Character Sheet Attempt PAge 2...……………………………………………….47 Figure 3. Character Sheet Attempt PAge 3…………………………………………………48 Figure 4. Character PAmphlet Prototype Interior 1………………………………………...49 Figure 5. Character PAmphlet Prototype Interior 2………………………………………...50 -
Definitions of Role-Playing Games
This is a repository copy of Definitions of Role-Playing Games. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/131407/ Version: Accepted Version Book Section: Zagal, José P. and Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2018) Definitions of Role-Playing Games. In: Zagal, José P. and Deterding, Sebastian, (eds.) Role-Playing Game Studies. Routledge , pp. 19-52. Reuse ["licenses_typename_other" not defined] Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ 2 Definitions of “Role-Playing Games” José P. Zagal; Sebastian Deterding For some, defining “game” is a hopeless task (Parlett 1999). For others, the very idea that one could capture the meaning of a word in a list of defining features is flawed, because language and meaning-making do not work that way (Wittgenstein 1963). Still, we use the word “game” every day and, generally, understand each other when we do so. Among game scholars and professionals, we debate “game” definitions with fervor and sophistication. And yet, while we usually agree with some on some aspects, we never seem to agree with everyone on all. At most, we agree on what we disagree about – that is, what disagreements we consider important for understanding and defining “games” (Stenros 2014). What is true for “games” holds doubly for “role-playing games”. In fact, role-playing games (RPGs) are maybe the most contentious game phenomenon: the exception, the outlier, the not-quite-a-game game. -
The Terminology of Role‐Playing Games
David White White 1 4/30/13 ENGL 432 S. Davis Lingos & Jargon: The Terminology of Role‐Playing Games Different groups in society have their own “language,” a conglomeration of words and terms unique to them and their group. These group‐specific languages, or terminologies, act as a unifier between the members of the group, but are an alienating factor and barrier to those outside of the group who therefore possess no knowledge of what the group’s unique terminology refers to. Perhaps one of the most alienating group terminologies is that of the gaming subculture, specifically the subculture of fantasy role‐ players. Many people outside of the fantasy role‐playing subculture are just as turned away by the subculture’s lingo and jargon as they are by the fantasy role‐playing game’s (FRPG) subject matter. To role‐players, this terminology comes naturally and can oftentimes trickle into a conversation with those outside of the subculture. Just as with most cultures’ terminology, the lingo and jargon of the FRPG subculture arise from things pertaining to the subculture’s activities, namely the playing of FRPGs. This subculture’s terminology deals mostly with terms that refer to in‐game mechanics, lore of different FRPGs, and different widely popular nerd cultures, such as Star Wars or Star Trek. In his book Talk the Talk: The Slang of 65 American Subcultures, Luc Reid says the following about the terminologies that arise out of subcultures: Subculture slang is more than a specialized vocabulary. Adopting slang is a way to invite people in or to keep casual onlookers out; a way to show your attitude toward what you’re doing while you do it; of confirming or denying White 2 relationships; of marking your particularly territory in the strange countries of stamp collecting, gambling, bodybuilding, or any of the other subcultures this book covers.