Tuesday, December 23, 2008

What is Role Playing

I was reading a series of older articles at the Game Design Novice that did it's best to convince people that Zelda is NOT an RPG, and found myself searching for what really makes a game an RPG.

Typical gamers will say that any game that lets you progress a character's abilities is an RPG. Well, by that definition, there are a lot of sport games that could now hang the RPG tag to their title. For example, Madden NFL games (and other sports titles) have added the feature of creating your own NFL personality and play through the game as that player. You even get to increase his stats to improve it's abilities for the team position you choose to play. You can also hire a manager (NPC) to help negotiate a contract with a new team, so you're not just stuck with one team for your NFL career. It doesn't stop there; you can also equip your character with different outfits and other "bling", just like a character from an RPG. With all that, the game is now an RPG by the standards of most video gamers.

However, a role playing game is much more than taking on the role of a character and improving that characters skills and/or stats. That difference is linearity. Video games are very linear in their score and really don't allow you to improvise. And improvisation is the true hallmark of a role playing game.

The best parallel I can make for Role Playing is improvisational theatre. Everyone takes on a role (a character) and is given the basis of a situation (a quest) which they then get to interact with other characters to resolve. The main difference is that in table-top RPGs, you have a story teller (aka game master, dungeon master, or referee) who helps the game along by taking on the role of every non-player character the player interact with through their characters.

Another thing to keep in mind is that role playing really has nothing to do with dice. Though many role playing game systems use dice roles to determine the outcome of a situation, they are not necessary to the act of role playing. There are game systems that use points, karma, and/or cards to decide the outcome of player character actions, while others that use nothing but the discretion of the story teller.

So really, role playing is best described as a form of theatre often wrapped around (but not requiring) a system of event resolution mechanics. Anything that calls it self an RPG just because you take on the persona of a character without allowing you the free reign of self determination or choice is really nothing more than a scripted story that gives you few choices, limited by it's author, to reach a predetermined ending.

If that's all you want, you may as well go buy a book.

Friday, December 12, 2008

There She Is (Video)


Ahh, the things you can find while surfing the WWW. I came across this little anthro love story from Korea. It chronicles the budding romance of a boy cat (Nabi) and girl rabbit (Doki) in a society that frowns upon interspecies relationships.

Interspecies tensions would make for an interesting background story for any AtB game. If you're up for a challenge, give it some thought.

[source]
http://www.sambakza.net/

Thursday, December 04, 2008

Chickogriffen (Genetic Chimera)

These rare beasts, found scattered in the Appalachian Mountains, appear to have been created as a chimeric blend of pony and chicken. No pre-Death records have been found that detail their cration, so it is not known for sure whether they were spawned durring the golden age, or whether they were created after.

It should also be noted that these creatures have the most foul nature around other equine species, and are known to hunt feral dear and horses - both mutant and natural.

Size Level:
13 (Medium)
Size: 5' 8" long, 5' 4" feet tall (adult)
Weight: ~270 pounds
Hit Points: 25 (4D6+10)
SDC: 20
Armor Rating: 8
Psionics: Sense Weather, 5% have Invisible Haze
Horror Factor: n/a
Attacks Per Melee: 3
Damage: Bite does 1D6, Claws do 2D6
Bonuses: +2 on initiative, +1 to Strike
Natural Abilities: Basic Flight, Glide, Adv. Hearing, Adv. Vision
Average Life Span: Unknown
Habitat: Temperate Woodlands, Mountains. Normally found in the Appalachian Mountians.

Friday, November 14, 2008

Ninja Cats


What could I say about this commercial? I love the bit where he distracts the cats with the swinging light. LOL

Monday, November 10, 2008

Natural Technological Genius (New Psionic Power)

(this is a modification of the Natural Mechanical Genius as found in the 2nd Edition core After the Bomb book)

Range: Special
Duration: Unlimited
Minimum ME: 10
Saving Throw (Reliability): 25% +5% per level
Cost: 10 BIO-E

Much like the Natural Mechanical Genius, this character has an uncanny affinity for computers and electronic devices. Instead of having to study skills like Computer Operation, Computer Repair, and Basic Electronics, the character just senses what is wrong with electronic devices. The devices seem to respond to the character's presence and attention and begin operating again at 100% reliability. Better yet, this character seems to be able to fix problems by just being near the device or with any spare electronics parts that are handy.

But with all things there is a down side. The "fixed" devices only seem to continue running properly as long as the psychic stays within 250 feet (76m) of them. As soon as the psychic leaves, the device is likely to break down again (75% chance; roll once every 30 minutes of use). Even if the device continues to work it won't work as smoothly or effectively (slow file access, strange noises, programs become unresponsive) as when the Natural Technological Genius is around.

Because their work breaks down after they leave, Technological Geniuses tend to have a bad reputation. Ironically, characters with this power believe they do superior and permanent repairs, and can not be made to believe that their handiwork is due to some psychic link between them and devices they fix. Thus, they blame others for "mistreating" the computers, radios, and other electronic devices they "fix".

NOTE: Unlike the Techno-Mind, this character cannot communicate directly with these devices. Also, just like the Natural Mechanical Genius, after the Genius has performed a half dozen "repairs" on the same device, it becomes completely dependent on the psychic character to work. After the sixth repair, 2D6 minutes after the character leaves, the device will blow have a meltdown, disabling the device, and requiring a real technician or engineer to completely rebuild the device. Making maters worse, for all the Geniuses work, all future repairs will be done with a -20% skill penalty and take 1D4 times longer than normal.