Game Lore
Here is where we try
to help you understand the games we play and the genre they fall
into.
Genre
- Board Games
Genre
- Collectable/Trading Card Games
Genre
- Live Action Role Playing Games (LARPs)
Genre
- Miniatures, a.k.a. "Minis"
Genre
- Role Playing Games
Role Playing Games,
or RPGs, are generally defined as ones in which a person assumes
the role of a fictitious character in a fictitious story. One
person agrees to take the job of making up the story and setting
of the game; he is often called the Game Master, Referee, Dungeon
Master (a la D&D), Chill Master (a la Chill), Story Teller
(World Of Darkness games), etc. I will use the term GM. The GM
gets a few other people, typically from three to six, but it could
range from one to a dozen. These people will play the main characters
in the storyline. They are called the Player Characters, or PCs.
The group decides what kind of game it would like to have.
Common choices in
a game are how much action, investigation, role playing, weirdness,
reality, humor, etc. to have. Role playing exactly refers to the
interactions in which a player acts and speaks like her PC. Games
tend to have varying amounts of this. Usually, a balance is struck
between action/combat and role-playing based upon the group's
preferences. Another common choice is reality vs. ease of play.
For a game to have specific rules for the effects of weather,
lack of sleep, emotional state, etc. on a character's performance,
requires more rules. As a result, as a game becomes more realistic,
the rules system tends to become more intricate.
There is a great variety
of games to choose from. PCs can be characters in a cartoon, investigators
tracking down an evil cult in Victorian England, starhopping freebooters
in a space opera, cavemen in prehistoric times, comic book heroes
trouncing supervillians, survivors of an apocalypse, cybernetically
enhanced mercenaries risking life and limb for a heartless corporation,
and the highly popularized party of warriors, wizards, rogues,
and priests fighting evil in a fantasy world. If you can think
of a combination of these ideas, it probably exists as its own
game.
Regardless of the game
chosen, the underlying tenet is generally the same. A group of
people working together to overcome various obstacles to achieve
a goal. The obstacles could be gun-toting goons, a riddle, treacherous
lands, and many other things. The goal could be as simple as escaping
alive or as haughty as saving the universe. In the process, people
get a chance to try their hand at improvisation, acting, planning,
coordination, team skills, and a whole slew of useful things.
Oh, and it's a lot of fun too. :-)
[Submitted by Michael J. Casavant]
Examples of RPGs
BattleLords
(SSDC, Inc.) - The BattleLords
game is about action and adventure in a paramilitary science
fiction setting. The characters are members of a mercenary team,
employed by megacorporations. The game mixes equal parts covert
operations, military action, and futuristic role-playing. What
really makes the game fun is that it is a very well developed
and fleshed out science fiction setting. There are almost twenty
different alien races for players to choose from. Everything
from 8-foot tall lizards to four-armed squids, not to mention
races that can control energy, use empathic powers, or mend
bones with simple concentration. [Submitted by Lars Ericson]
Chill (Mayfair
Games) - Your mundane life is a distant memory. You have
been recruited by a secret foundation to quietly deal with horrors
beyond your imagination. The Unknown is out there and it is
encroaching on the real world. Chill is a game in which normal
everyday people are recruited to fight the horrors of the Unknown.
As written, the game is expected to be run in modern times,
but the rules support play in the recent past as well as the
near future. Players have Luck on their side as well as some
supernatural talents known as the Art, but other than that,
their on their own. Note: Chill is not actively supported; the
books are still available from Mayfair, but there are currently
no plans for further production runs.
[Submitted by Michael J. Casavant]
Dungeons &
Dragons (Wizards of the
Coast) - the big one! D&D started back in the seventies.
It is the proud child of a fantasy miniatures wargame called
Chainmail. It has been through many incarnations. It began as
a small number of ~trade-sized booklets, then was released as
a larger soft bound book in a boxed set, along with a set of
dice and a crayon to color in the numbers with. In this game,
the choices were simple; a player chose a Dwarf, Halfling, Elf,
Fighter, Magic-User, Thief, or Cleric. All Dwarves were essentially
hardy warriors, all Elves were warriors and magic-users, and
all Halflings were roguish woodsy fellows.
Advanced D&D
showed up in the late seventies and early eighties, bringing
a considerably more complex game system with a lot more choices.
Race and class were chosen separately, various races could mix
and match various classes, combat became more complicated, and
in general, a lot of new things popped up along with a lot of
new rules to argue over.
By the late eighties,
AD&D 2nd edition came out and there were small changes in
the system. A lot of them were aimed at cleaning up contradictions,
ambiguity, and confusion in the first edition. This was a more
politically correct edition and demons and devils were given
fanciful names to help deflect complaints from some religious
entities, and Assassins disappeared as a character class. Player
races were pared back a bit to offset the abuse of special races
with unbalancing benefits and magical abilities.
In the mid-nineties,
2nd ed. was reprinted and a number of "Options" books
came out, perhaps to compete with more versatile game systems.
The main rule books were also crafted with parallel formats
to simplify rules comparison. Aside from some nice corrections
and a better layout, the system did not change significantly.
In 2000, after being
taken over by Wizards of the Coast, who were subsequently taken
over by Hasbro, TSR put out a 3rd edition of Dungeons &
Dragons, dropping the "Advanced" much to the delight
of those that were tired of the confusion it created for people.
It is a distinctly different system with what appear to be a
number of great improvements aimed at making the game more versatile,
interesting, and easier to play. The Dungeon Master's Guide
includes excellent advice for how to run a game and both rule
books have remarkable aesthetic value. This should be the best
D&D yet!
So what do you do?
In D&D the typical party gathers in a tavern, learns of
a deed that needs doing, and they gear up and head out to do
it. Commonly, they head off to rescue people; retrieve magic
items, vanquish evil wizards, monsters, spells, etc.; clear
out dungeons, temples, etc. (a *very* common scenario); and
just about any plot you can imagine from a fantasy movie or
book. The game system is a good system to learn about gaming
with. The character archetypes help simplify the character generation
process, allowing novices to get started gaming more quickly.
The combat and magic eventually becomes very fantastic/heroic
through an abstract combat and magic system. This is not the
best game for a gritty, realistic medieval campaign. It is an
excellent campaign if you want to play Gandalf, St. George,
King Arthur, and other larger than life characters doing fantastic
deeds.
[Submitted by Michael J. Casavant]
Rifts
(Palladium) - 2300.
North America. The US is no more. Mexico is crawling with vampires.
Canada's still pretty much the same as before the cataclysm,
a barren wasteland. No one really cares about anywhere else
right now since staying alive is priority number one. The world
of Rifts is a strange, threatening place populated by high tech
futuristic weaponry and wizards, psionic powers and enchanted
swords. You, the PC, play as any number of different characters,
from a dragon hatchling to a chemically enhanced Juicer, in
an environment populated by oppressive new governments, alien
forces, corrupt wizards, psychotic warlords, criminal cyborgs
and nearly any other threat you can imagine, or choose not to.
Gone are the days of the near invincibility of wizards who could
raze cities from the surface of the Earth while filing tax returns
and eating peanut butter cups. No more "happy go lucky" rogues
with back-stab damage abilities high enough to shatter mountain
ranges. Have a problem with a certain magic user? Become a psionic,
take over his mind, then expose him to what a vinegar and baking
soda enema feels like. More of a "hands on" kind-of-person?
Become a juicer with the 10 times the natural strength and speed
of a regular human and teach the filthy spell caster about the
innumerable benefits of a second rectal orifice. More into the
brimstone and hellfire aspect of life? Make it explicitly clear
to well muscled warriors that big guns are useless if you're
a pile of ashes in the corner of washroom stall. This is not
a game for the weak of heart or the friends of PBS. This is
a game for people who like to kick ass, wield large plasma weaponry
and have a negative views of the home shopping network. Rifts,
it's an attitude choice.
[Submitted by Ed Bruera]
Shadowrun
(FASA until 2001, then Wizkids)
- The year is 2061. Magic has reawakened, bringing new races
and powers into the technologically-charged world. Advances
in cybernetics, medicine, and computers have revolutionized
the way we view ourselves and technology in general. In the
center of all of this are the megacorporations with their billion-nuyen
international resources and personal agendas. It's a different
world and it just keeps getting more dangerous and more exciting.
Sounds like it's time for a shadowrun. Amidst this cutthroat
setting emerges a new profession -- shadowrunners. Shadowrunners
do the dirty work of corporations, organized crime, and sometimes
the common man.
[Submitted by Lars Ericson]
Genre
- Wargames
Wargames are probably
technically just a type of board game, but they represent a very
large and distinct class of board game. There are many gamers
who play nothing but wargames. Generally, a war game is played
with a detailed map, often labeled with some form of coordinate
system. The playing pieces consist of "chits", squares
of heavy card stock with various symbols and numbers printed on
them to indicate the capability of the unit for offense, movement,
defense, and other abilities. Each player will have a number of
chits, with each chit representing a certain size unit, e.g. a
squad, a vehicle, a platoon, a squadron of vehicles, etc. Generally,
the scale of the wargame determines the unit sizes. Resolving
an assault on a small farming town is far different than resolving
the Normandy invasion.
Wargaming usually requires
a strong knowledge of typically complicated rules. Wargames strive
for realism. Often times, wargames are historical recreations
of past battles, and real life battles are impacted by numerous
factors which wargames strive to account for. For example, in
a typical military boardgame like Risk, the player advances some
pieces into an enemy country. Each person rolls one die for each
piece and the battle is resolved with one toss of the dice by
each person. A similar situation in a wargame would take longer
because the game system would account for line of sight between
the units, the weapon types of the different units, cover, concealment,
ammunition types, malfunctions, morale of the troops, and various
other factors. Between these two extremes lies the miniatures
genre , which often attracts military history buffs with their
beautiful, detailed miniatures painted with remarkable attention
to uniforms, insignia, etc. Some examples of wargames follow:
[Submitted by Michael J. Casavant]
Squad Leader
- A very well known wargame with a very devoted following. This
game concerns squad level operations of units in World War II.
Chits represent individual squad support weapons, leaders, and
fireteams (?). You may have grand plans to take that farmhouse
and neutralize the German half track, but the real challenge
comes when your men are pinned down by machine gun fire and
a quarter of them are running for their dear lives. This game
has been released and built upon repeatedly. If you play wargames,
it's definitely worth checking out.
[Submitted by Michael J. Casavant]
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