Short Answer: This is a game wherein one player (typically called a
Game Master, Dungeon Master, Judge, Storyteller, etc.) moderates and
other players create fictional characters. The rules provide a fair means
of creating characters that are different but equal. The characters
exist within a game world, either provided in the gamebook or created by
the GM. A game session puts the characters in to a situation within the
game world. The players direct the actions of their characters. Players
tell the GM what their characters are doing and the GM provides
feedback (tells what happens as a result). Dice are usually used as a
means of deciding the outcome of events that are, in part or in whole,
random.
An Example (from Fates Worse Than Death):
GM- As you head up the stairs the building becomes colder. By the fifth floor you can see your breath. You are now at the sixth floor landing. Make an awareness roll.
Tim (playing Hard O'Connel)- Lessee... 12.
Sally (playing Len Jiminez)- 23.
GM- Sally, your player hears something coming from above you. It's very faint.
Sally (playing Len Jiminez)- What is it?
GM- You can't tell from here. It is constant, not a single voice. Maybe music, maybe machinery.
Sally (playing Len Jiminez)- I'm going to whisper to Hard 'I hear some noises up there.'
Tim (playing Hard O'Connel)- I'll nod in acknowledgement.
Long Answer: Role Playing Games are one of the world's least
respected art forms.
If you wanted to write a romance novel, you could take a class on how to
do it, or you could buy a book on how to do it. If you wrote one that
was good, you could be fairly certain that some multimillion dollar publishing
company will buy it from you, give it to a professional editor to weed out major
mistakes, then give it to a professional typesetter, then print it in the tens of thousands and distribute it to the world.
For role playing there are none of these support systems. Each publishing
company has it's game system and product lines, and if you don't want to
write for them you have to start your own company.
What RPG creators do with such limited resources is simply incredible.
In order to create a good game, a game designer has to accomplish all of
these things:
- Create a game world. This game world must create, in the
reader and in gameplay, whatever atmosphere the game designer is going
for, be it urban drama and horror,
fantastic adventures, surreal silliness, etc.
- Write a game book that must explain this world clearly and simply enough that
someone who doesn't know anything about it can sit down, read a book, and
learn about an entire world well enough to simulate that entire world as
Game Master.
- Create a system of rules that simulate everything players would
want to do in this universe, and that are easy to learn and understand,
and that support the chosen atmosphere for the game world. (Note:
This requires at least a moderate knowledge of statistics, a field that
many find very challenging.)
- The game world must have some inherent drama or conflict
that will allow Game Masters to easily come up with trials for the player
characters to face or adventures for them to have.
- The game world must have heroes (or anti-heroes) who players can both
play and empathize with. The character creation rules must support the
creation of these heroes.
- The game must look good, it must have good art and good layout or
people simply won't buy it. The art and layout should also support the
atmosphere that the game is going for. (I have seen some games
with good art, but the art doesn't match the atmosphere of the game, the end
result is like watching Quinton Tarantino try to act).
- You have to work in violence, or two thirds of the gaming
community is going to ask for their money back. (Working in
violence isn't as easy as it my seem, especially in a modern day game and
if you're trying to be realistic. Let's face it, in the real world
violence makes things worse in %99.99 of situations and better in
%00.01. The trick is putting characters in that %00.01 zone week after
week).
- People will judge your game on how it is played, even though you have
virtually no control over that. The best you can do is offer helpful
advice and hope that your GMs follow it. Really, a whole role playing
game book is nothing but helpful advice to GMs.
That people attempt this massive chore list, with practically no budget
and no support from an industry or corporation, gives me warm fuzzy
feelings in my heart for the whole industry. Let's be honest here: role
playing games are crappy compared to what they would be if a couple billion
dollars were suddenly poured in to the industry. But because there is so
little money in role playing, you know that every book you see was not
someone's job, it was someone's passion, and that's why I go in to a
game shop and just go "Ahhhh" with a smile on my face.
Go to an RPG Terms glossary (specific
to Organic Rule Components).