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What is an RPG

RPG stands for Role-Playing Game.�� A Role-Playing Game (RPG) is in essence, a game where several people work together to play the game and tell a story. 

Many of you will probably relate to the childhood game, "Let's Pretend."� In this game someone pretends something is happening.� This pretending usually forms some sort of story.� This game could be classified as a� very low level, unstructured, one-player RPG.

Many of you might have tried to do some sort of "Let's Pretend" game with more than one person, long ago.� This probably generally resulted in something that sounded like this.� 

Person 1:� "Since I'm so smart, I can get through the lock easy. "�
Person 2:� "No, you don't!"
Person 1:� "Yes, I do.
Person 2:  "Well, then a big person hits you on the head."
Person 1:� That doesn't happen!"


� The big, big difference between a true RPG and this is that an RPG is a structured game.� It has rules to resolve is a person accomplishes what they tried to do and a numerical system to determine the outcome of actions.� Also, an RPG uses dice or cards to simulate randomness and give an entertaining random effect to the game.
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How Does an RPG Basically Work

To play an RPG you need two or more players, although when you hit around eight players the game gets annoyingly slow.�

First of all you must choose someone to be "Game Master."� The Game Master (GM) acts as the narrator/referee for the game.� All the rest of the players are called "Players."

Each "Player" takes or creates a character to represent his/her self.� The "Game Master" does not.� More will be explained about character creation in the "Rules" pages.

The "Game Master," acting in a spirit of fairness, describes the setting and outcomes of the "Player's" actions.� Yet, the "Game Master" (GM) doesn't just decide the outcome.� There is a numerical system for determine the outcome to some degree.� To achieve the outcome of a character's actions an RPG uses dice or in TAB RPG, cards plus "Stats."� "Stats" are a numerical value given to symbolize a character's ability to do certain things.� The "Game Master" brings the outcome to life.� More about the system will be described in the "Rules" pages.

The Game is divided into "Rounds."� A round is the time it takes for all the "Players" to have a "Turn."� A "Turn" is a chance for the "Player's" character to make an action.� A typical "Round" in a RPG might go as follows:

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GM:� "You are all now sitting in an inn.� Around you are various people, including a man you recognize as your enemy, Fred."
Player 1:� "I walk up to Fred and sit at the table in front of him, saying 'We meet again.'"
GM:� "He turns to stare at you."
Player 2:� "I take my club and hit him on the head without him seeing me!"
GM:� "That take skill.� Lay down a card to see if you can manage to do that."
Player 2 lays down a card
GM:� "Now let me consult your character's stats...� No, I'm afraid you fail.� The result wasn't high enough.� Fred sees you coming and ducks in time."
Presuming there was two players, it would be Player 1's turn again.

�So you have it.� This is how an RPG basically works.�

Materials Needed

Paper

Pencil

Spare Time

Some Friends

A Deck of Cards (Only use the number cards, aces and jokers.)

 

Character Creation

The first thing you need to do is make a copy of the character sheet included with this writing.

 

Now that you have a copy of it, let's go over the blanks in order.

 

Name: Here you provide the full name of your character.

 

Race: You can choose from the list of races (provided in the "Races" section) as to what race you wish your character to be.

 

Class: Here you can choose what class (general character type) you want your character to be.� You can find out about all the different class choices in the section titled "Character Classes."� Note:� Some races might not be able to be a certain class.

 

Physical: Put a physical description of your character here.

 

Level: Here is put what level your character is at.� The higher the level, the more powerful your character is.� All new characters start at level 1.� More on levels is provided under the section titled "Upgrading Your Character."

 

Now draw eight cards from your sorted card pile.� You are going to determine your character's "stats".� Stats are numerical ratings of various aspects of your character.� When determining stats the number cards count as the number they represent, aces count as one and jokers count as a negative one.� Add up your cards.� You now have this many points to distribute amongst the different stats, using these rules:

 

��� Only 1 stat can be 7 or greater

��� Your class's primary stat has to be at least a 5 (See class descriptions.)

��� Know that a 5 is average

��� No stat can be over 10

��� Your stats must be within the racial minimums and maximums

��� The higher the number, the better

 

Here are the stats and what they represent:

 

Strength (Str): How strong your character is.� This influences how much damage your character causes when attacking with melee weapons.� This can be used in an arm wrestling match.

 

Endurance (End): How long your character can go on without a break.� How far they can run, walk, swim, ect.� This effects your character's hit points (HP) This can be used when trying to see how well you withstand damage taken during conflict.

 

Speed (Spd): How fast you character is.� This can be used when your character is trying to out run someone.

 

Flexibility (Flx): The ability of your character to bend and twist.� This can be used when trying to squeeze through a crack.

 

Intelligence (Int): How smart your character is.� This can be used when trying to decipher ancient runes.

 

Perception (Per): How observant your character is.� This can be used when trying to spot a person following you on the horizon or when trying to hear a person whispering across the room.

 

Determination (Det): How much sheer force of will a person has.� This can be used when you are trying to resist pain.

 

Charisma (Chr): How you inspire people.� This can be used when trying to obtain a band of volunteers.

 

Personality:� Here you write a some information on your character's personality.

 

History: Here you write the epic history of your character.

 

Spells: Here you list what spell lists your character can use; if they can use any.

 

Hit Points (HP): Each character has a cretin number of hit points.� You can attain how many hit points you character has by taking your endurance, squaring it and adding your determination.� Hit points can be thought of as your life.� Each wound your character receives takes away a number of hit points.� When your character's hit points reach zero, your character is dead.� Your character can regain hit points through magic, first aid or just waiting for the wound to heal over time.

 

From here on are material possessions that your character has.� A character starts with a weapon of his or her choice, a backpack that contains some essentials needed to live and 15 gold pieces (GP.)

 

Weapons/Armor: Put a list of what weapons and armor your character has in their possession here.

 

Money: Here you can enter in the amount of currency your character currently has.

 

Items: Here you enter a list of the items currently in the character's possession.