Not only is man a story-teller, he is also a player of games. Dice developed independently in many different cultures, with the oldest known examples being over 5,000 years of age. Perhaps the most familiar is the six-sided die (or d6), where opposite faces traditionally add up to 7. However there are many different types, often based on regular polygons (also known as Platonic solids), giving 4-, 8-, 12- and 20-sided dice. Varying the numbers of sides on a die is not a modern invention, either: icosahedral dice have been found on Roman archaeological sites.
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In table-top RPGs, players take on the roles of various characters in order to achieve some sort of goal. Although one person will usually be responsible for creating the over-arcing plot of the story (the games master or GM), all of the players collaborate to determine the exact details, making the whole process very interactive indeed. In that respect, table-top RPGs fall somewhere between improvisational theatre and a murder-mystery party. The rules are there, as in any other game, to ensure balance, fair-play and a common framework for the story-telling that takes place.
The rules tend to fall into two distinct categories: those systems which attempt to provide a near-perfect simulation of real world events, and those which are there purely to facilitate the dramatic proceedings. And as you might expect, science fiction has proven a popular inspiration for RPGs. For the most part, simulation systems tend to underpin hard sci-fi settings, with dramatic systems appearing most often with space opera type backgrounds.
But what about the dice? When there is a conflict or challenge, the players will roll dice to see if they succeed or fail, with the exact details determined by the system they are using. Simulation games often use “percentile” dice in order to model actual probability distributions; you roll two non-cuboidal dice (either 10- or 20-sided), with one die acting as the “tens” and the other acting as the “units”, to obtain a percentage. Some games will only use one specific type of die (for example, WEG’s dramatic d6 system, used in the original Star Wars RPG), whilst others will use pretty much every size and shape available. Some, such as Eric Wujik’s 1991 Amber game (based on Roger Zelazny’s novels), even do away with dice altogether, although they still retain some sort of conflict resolution mechanism (often involving that other great gaming device, playing cards).
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Although many gamers see the 1990s as the golden age of table-top RPGs, such games are still in production, often as re-releases of earlier games or as new rules systems for popular settings (such as Star Trek). Some however, are original like Cubicle 7’s Victoriana (steampunk) and Robin D. Law's upcoming Ashen Stars for Pelgrane Press.
Nice summary! There are a couple of very good hard SF RPGs that you didn't mention though - Steve Jackson Games' "Transhuman Space" and Posthuman Studios' "Eclipse Phase". Both focus on more modern Transhuman SF, with the latter being somewhat post-apocalyptic with some horror elements. They're well worth checking out!
ReplyDeleteGlad you liked it!
ReplyDeleteThere were lots of other excellent games I had to miss out thanks to the harsh mistress of the word count, which just goes to prove that science fiction has indeed been a massive inspiration for the gaming industry.
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