What Is Role-playing?

In general, I am of the opinion that if one wants to learn a game, reading the rules is the best way. For role-playing, however, I make an exception. Reading the rules is useful for learning the mechanics, but not really necessary for playing well and enjoying the game. The thing which is difficult to grasp about role-playing is the object of the game, and I have seen no written explanation I consider adequate. Role-playing is best learned from other gamers. With this in mind, I will, nonetheless, make an attempt to outline the basics.

What is a Role-playing Game?

Different people have different ideas on this, and some experienced gamers may disagree with what I have to say, as it reflects my personal theories on role-playing and the outlook built into the Fantasy Earth system. A role-playing game consists, as one might guess, of two elements: role-playing and gaming.

Role-playing, which some of you may have done, is an exercise used for entertainment, education, and counseling in addition to being used in gaming. Role-playing is similar to acting, in that the role-player assumes a role and acts it out, but differs in that the player does not follow a script, but rather determines his own actions and words based on his concept of the character he is playing. Generally in a role-playing game, each player will have one character which he plays continuously and exclusively, at least for a given session of gaming. These characters are called player characters (PCs), as each is controlled by a player.

At this point, this might sound like improvisational acting or group storytelling, and sometimes a role-playing game does lean in that direction; however, it is also a game, with rules. In pure storytelling, each participant would have total control over his character's actions and abilities, limited only by the approval or disapproval of the other participants. In a role-playing game, the rules help to define the characters' abilities and weaknesses (and thereby indirectly their personalities as well) and are used to determine whether certain actions result in success or failure. This does limit the story possibilities, but also provides much of the thrill of gaming; because no person is deciding success or failure, any outcome is possible. It is perhaps cliché, but truth is stranger than fiction, and the random determination of results adds that element of fate, and thus the feel of realism. Not every story in every game will come out like the players would have written it, which is what keeps each one exciting.

The Object of the Game

The first thing found in the rules of most games is the object of the game. How do you win? In a role-playing game, there is no single object, and there is no winner. The object for the players is to have fun playing their characters. The object for the characters is to overcome certain challenges designed by the players. It is up to each player to decide when and whether his character has won.

Unlike most games, role-playing is a cooperative rather than competitive form of entertainment. Although the characters may occasionally be in conflict with each other, the players should not be.

The Game Master

Before starting to play, one player should be selected to be the game master (GM, for short). This is the most difficult role, since the game master must usually do extra work to prepare for the game, but also often the most rewarding, as the game master has more creative control than the other players. While the other players usually each play only one character, the game master is responsible for all the other characters in the story, which we call non-player characters. He also interprets and applies the rules, and is sometimes called a referee. Note also that although the GM is playing, the term "players" commonly refers to players other than the GM.

Other Players

There is no specific number of players required for Fantasy Earth, or any other role-playing game. You will need at least a game master and one other player, and most people prefer to have at least 3. The maximum number of players is limited only by the space available and the tastes of the players. Since there is only one game master to apply the rules and handle the non-player characters, more players means less time interacting with the game master for each player.

In a group which likes a lot of action and dice rolling or in which the players spend much time interacting with each other, a single game master can handle many players, possibly up to ten or twelve. If the group spends more time interacting with the game master or talking to non-player characters, a large group means less playing time for each player, and most prefer to restrict the group to only four to six players.

The Campaign

Most games are played for a set period of time. Role-playing games, on the other hand, are theoretically open-ended. A series of adventures by the player characters is typically called a campaign, and can be of limited duration, a few or even only one session of play, or continue indefinitely until the players or the GM tire of it and want to use new characters or a new setting.

Using the Rules

The rules of the game exist to help the players role-play. They define the characters' abilities and determine which actions succeed and which fail. However, because of the open-ended nature of role-playing, it is impossible for any set of rules to cover every possible situation. It is important to realize that the game master will often have to interpret the rules or even add new rules.

However, it is not necessary for the other players to know the rules. Some familiarity will make the game flow more smoothly, but the players should concentrate on role-playing rather than on rules, and the game master should take care that the rules are properly applied and that the players are aware of the consequences of their desired actions.

Using the Dice

Fantasy Earth requires two ten-sided dice, one twenty-sided die, and one six-sided die. These are not included with the game. If you do not already have them, they can be purchased at most game and hobby stores. Although it is not necessary, it is helpful if every player has a set of dice. The game master may want two or three.

The dice represent random factors, fate, luck, and elements which cannot be completely modeled by the rules. They make the game unpredictable, which adds the element of risk to characters' actions and also allows for unusual and unexpected outcomes. It is important to remember, however, that the dice, like the rules, are just a tool to help you play


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This page copyright 1996 by Michael C. Zody.
Last updated 4/1/97.