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ROLEPLAYING A roleplaying game is an interactive story that takes place in the imaginations of the players.

Each Player will control a character, one of the protagonists of the story, and decide what that character will do and say, possibly acting out these choices with the other Players or the Game Master. The Game Master will describe the events of the story and control any characters the Players may meet during their adventures. The objective is not to beat the other Players, or even the Game Master, but to experience the action and intrigue firsthand, and alter the course of the story as it unfolds. Every roleplaying game has a set of rules used to define various elements of the game in terms that can be manipulated by the Game Master and the Players. Every character will have a number of statistics that determine their capabilities, and many objects or events within the game will be given statistics which determine how they interact with the characters. The Game Master will act as a referee, interpreting the rules as they apply to his game. PLAYERS and CHARACTERS Each Player will design their own character, choosing the path their life has taken before the game begins, much like an author will introduce the characters in a novel. The Player will also set their characters capabilities, choosing strengths and weaknesses appropriate for the characters background and objectives. GAME MASTERS The Game Master choose or create a setting, just like a movie will be set in a specific time and place, and administrate all of the objects and characters within this fictional world. He will also find or craft an adventure or quest for the Players to complete, like the plot that unfolds during a novel. The Game Master acts as the narrator of the story and the arbitrator of the rules for the Players.

CHARACTERS CONCEPT Before the game begins each Player will need to design their character. They will first imagine a concept for their character that fits within the games setting. The characters concept should be a short summary of the character, a sentence that can quickly describe the major aspects of the character. Take time to think about the concept and its ramifications, where it is coming from, and where it is going. Having a thorough understanding of a characters concept will help the Player decide how to represent their character with game statistics. The Player can use their characters concept as a reference point to keep their character focused during the design process. BACKGROUND Once the Player has a good concept for their character they should expand it by establishing the characters background. This is simply characters personal history until the start of the adventure. The Player doesnt need to account for every moment of their characters life, but the more detail they have the easier it will be to play the character during the game. It is a good idea to note some important events in the characters life, things the character has done, places where they have lived, and people that they have met. All of these things should be used by the Game Master to engage the character throughout the course of the story. MOTIVATIONS Next, the Player should consider what drives the character, and select a few motivations for them. Motivations can be a goal the character wishes to accomplish, an ideology they wish to promote, or a code to which they must adhere. They can be as immediate as survival or as perpetual as living a full life. They can be as simple as finding work or as broad as social change. The Player should discuss their characters beliefs and desires with the Game Master. A characters motivations should push them into the story and not pull them away from it. PICTURE or DESCRIPTION A Player may find it helpful to draw a picture of their character or find one on the internet. Having a visual reference for their character during the game can be a great benefit for the other Players. Instead, a Player might simply write a description of their character to use during the game. It may help to include any distinguishing marks, quirks, or habits that the character possesses. QUOTE A Player might also list some quotes their character might be heard saying. These can also help create a unique and memorable character. A Player can show a lot about their character simply by recording what the character would say or describing how they would speak.

ATTRIBUTES

ATTRIBUTES Attributes represent a characters natural talents. They are the basic abilities possessed by every character. Every character has four Attributes: PHYSIQUE represents a characters strength and speed. It denotes a characters ability to move COORDINATION DISCIPLINE ACUMEN

STRENGTH is a characters ability to push his body hard and fast. It represents a characters strength and speed. This is a characters strength and speed. It is used to move quickly, lift weight, manhandle objects, resist toxin, and survive injuries. DEXTERITY is the ability to

: This is a characters coordination and reflexes. It KNOWLEDGE: PERCEPTION: This is a characters cunning and wits.

SKILLS Skills are used to define a characters training and education. They are advanced disciplines that must be learned and practiced in order to master.

CRAFT Driving Piloting Dodge Pistols Rifles Throwing Palming Sneaking Free Falling PROWESS Running and Jumping Blades Clubs Brawling Block Climbing Swimming Lifting (pushing, dragging, holding) Fortitude (resisting pain, toxins, disease) DISCIPLINE Academics Repair Security Navigation Systems Programming Demolitions Medicine Integrity Forgery Tactics Coerce (Willpower) (intimidate, blackmail, interrogate) Willpower ACUMEN Investigation Awareness Art Etiquette Disguise Persuade (Integrity) (carouse, seduce) Deceive (Insight) (fast talk, con, fool, trick, dupe) Insight

Survival

Every character has certain natural talents, basic faculties such as the ability to move, think, and feel. Every character has a number of Attributes that describe their basic physical and mental faculties. These represent a characters most basic capabilities, such as the capacity to think, move, or feel. Although different characters will have different strengths and weaknesses, all but the most handicapped individuals have some degree of ability in every Attribute. There are four Attributes: Strength, Dexterity, Knowledge, and Perception. Each of these Attributes covers a broad spectrum of talent. Wits: This Attribute represents Alacrity: Muscle: Intellect: A characters Attributes represent their natural abilities within the game.

Attributes represent a characters natural aptitude in a number of areas. They are such faculties as the ability to think, move, and feel. While different characters will have different degrees of talent in their Attributes,

The four Attributes of Strength, Dexterity, Knowledge, and Perception represent a characters most basic abilities. They are the innate capacities to think, move, and feel. Although different characters will

have different strengths and weaknesses, every character will have some degree of talent in these areas.

These are the innate capacities of every character. While each character may have different strengths or weaknesses, every character has some degree of aptitude in their Attributes. While some characters may have greater or less faculty in some Attributes, they are aptitudes every character has some degree of aptitude in their Attributes. PICTURES and QUOTES

<INTRODUCTION> The Players will also want to ensure their characters backgrounds and motivations are suitable for the games genre. The Players should speak with each other and the Game Master when creating their characters so that they will complement each others abilities and be able to cooperate during the game. While some Players or Game Masters believe that conflict between the Players adds an interesting element to the game such conflict can slow down the action of the story or ostracize some Players and so it is not recommended for most games. <CHARACTERS BACKGROUND> Before the game begins each Player will need to design a character. Each character is defined in two ways. First, the character will have a Background. These are the fictional elements that describe the character and their place in the story, such as their history before the game and their motivations. Second, the character will have their Statistics. These are the actual rule elements used during the game to determine the outcome of the characters actions or the results of events that affect the character. BACKGROUND A characters Background is simply <MOTIVATION> The Player should also give his character one or more goals they wish to accomplish. Once again, the Player should discuss them with the Game Master so that their objectives are in line with the setting and the story. A characters motivation should drive them to

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