Principles of Roleplaying
About Roleplaying Games
Roleplaying games (or RPGs for short) combine playing a board game (including dice) with using your imagination and being part of a story. The core of RPGs is that a Game Master (or GM) describes the scene to the players (who are each playing a character,) the players describe the actions their characters attempt, and the GM determines the results of those actions (and often has the players role dice to help determine the results.) In this way, a story is created through a joint effort between the GM and the players. Usually, the story will be an epic one that will take place over the course of many games (this is known as a campaign.)
The GM controls all of the characters except those who are being played by the players. Characters controlled by the players are known as Player Characters (or PCs.) The characters controlled by the GM are known as non-Player Characters (or NPCs.) The GM also controls the weather, the events of the world, and everything else that the players do not control. In fact, the GM can even change the rules as he or she sees fit. You can think of the GM as a referee, head story teller, and overall leader of the game.
The position of GM is one which is easy to abuse. It is important to remember that the GM's main job is to help the players have fun. If you are the GM, be very careful not to let a sense of power go to your head.
If you are a player, bare in mind that the GM and the other players all want to have fun just as much as you do. RPGs center around group efforts to have fun rather than competing with the other players. Work together with the GM and the other players to keep the game fun for all.
Here's a brief example of what a short scene from a game of Psi Morphs might look like. It will make much more sense once you have read the rules.
Kevin (GM): As you walk into the room, you see an incredible amount of dust. The floor, wall, and even the ceiling are covered with thick dust. Much dust swirls in the air, making it difficult to breathe. Even with all of the dust around, you can still tell that the walls are crumbling and the floor is badly damaged, making it tricky to walk without falling down.
Lisa (PlayerA): My character begins searching through the dust to see if she can find anything interesting.
Mike (PlayerB): My character keeps watch at the entrance.
Kevin: Lisa, make a Misc Mental check with intelligence as the relevant attribute.
Lisa: Rolls some dice. I got a result of 22.
Kevin: You find an old, rusty piece of machinery within some dust. It's a tangled mess of wires and gears, and it's very light and small enough to fit in your paw.
Lisa: Can I tell what it might have once been?
Kevin: That will take some time. First though, I need Mike to make a Misc Mental check with intelligence as the relevant attribute.
Mike: I got a result of 14.
Kevin: Unfortunately, that isn't good enough. You fail to see the 3-foot long spider-like robot sneaking up on you until the hidden compartment in it's back has opened up to reveal a small energy cannon. It then uses that cannon to fire an energy bolt at you. Roll a Combat check with agility as the relevant attribute.
Mike: Rolls some dice. Oh no! My check result is only an 8!
Kevin: Uh oh! It just scored a critical hit! You just took enough damage to be knocked unconscious.
Mike: Ack!
Kevin: Lisa, what are you going to do?
Lisa: I have to protect Mike! I'm going to drop the little piece of machinery, and go battle the robot!
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