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ÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜ ÜÜÜÜ
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ÜÛÛÛÛÛÛÛÛßÛßßßßßÛÛÜ ÜÜßßßßÜÜÜÜ ÜÛÜ ÜÛÛÛÛÛÛÛÛÜÜÜÜÜÛßß ßÛÛ
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ßÛÛÛÛÛÛÛÛÛÛÛÛÛÛÜ ßÛÛ ÜÛÛÛÜÛÛÜÜÜ ßÛÛÛÛÜ ßÛÛÛÛÛÛÛÜÛÛÜÜÜÛÛÝ Ûß
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ßßßÛÛÛÛÛÛÛÛÛÛÜ ÞÝ ÛÛÛÛÛÛÛÛÛÛÛßßÛÜÞÛÛÛ ÛÛÛÛÛÜ ßßÛÛÛÞß
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Mo.iMP ÜÛÛÜ ßÛÛÛÛÛÛÛÝÛ ÞÛÛÛÛÛÛÛÛÛ ÞÛÛÛÛ ÞÛÛÛÛÛÝ ßÛß
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ÜÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÝ ÞÛÛÛÛÛÛÛÛÝ ÛÛÛ ÛÛÛÛÛÛ
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ÜÛÛÛÛÛÛÛÝ ÞÛÛÛÛÛÛÛÛ ÞÛÛÛÛÛÛÛÛ ß ÞÛÛÛÛÛÛÜ ÜÛ
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ÜÛÛÛÛÛÛÛÝ ÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÝ ÞÞÛÛÛÛÛÛÛÛÛß
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ÜÛßÛÛÛÛÛÛ ÜÜ ÛÛÛÛÛÛÛÛÝ ÛÛÞÛÛÛÛÛÝ ÞÛÛÛÛÛÛßß
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ÜÛßÛÛÛÛÛÛÜÛÛÛÛÜÞÛÛÛÛÛÛÛÛ ÞÛ ßÛÛÛÛÛ Ü ÛÝÛÛÛÛÛ Ü
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ÜÛ ÞÛÛÛÛÛÛÛÛÛÛß ÛÛÛÛÛÛÛÛÛ ßÛÜ ßÛÛÛÜÜ ÜÜÛÛÛß ÞÛ ÞÛÛÛÝ ÜÜÛÛ
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ÛÛ ÛÛÛÛÛÛÛÛß ÛÛÛÛÛÛÛÛÛÛÜ ßÛÜ ßßÛÛÛÛÛÛÛÛÛß ÜÜÜß ÛÛÛÛÜÜÜÜÜÜÜÛÛÛÛÛß
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ßÛÜ ÜÛÛÛß ßÛÛÛÛÛÛÛÛÛÛÜ ßßÜÜ ßßÜÛÛßß ßÛÛÜ ßßßÛßÛÛÛÛÛÛÛßß
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ßßßßß ßßÛÛß ßßßßß ßßßßßßßßßßßßß
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ARRoGANT CoURiERS WiTH ESSaYS
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Grade Level: Type of Work Subject/Topic is on:
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[ ]6-8 [ ]Class Notes [Explanation of role ]
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[ ]9-10 [ ]Cliff Notes [playing games. ]
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[x]11-12 [x]Essay/Report [ ]
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[ ]College [ ]Misc [ ]
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Dizzed: 07/94 # of Words:4028 School:Public State:NY
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ÄÄÄÄÄÄÄÄÄ>ÄÄÄÄÄÄÄÄÄ>ÄÄÄÄÄÄÄÄÄ>Chop Here>ÄÄÄÄÄÄÄÄÄ>ÄÄÄÄÄÄÄÄÄ>ÄÄÄÄÄÄÄÄÄ>ÄÄÄÄÄÄÄÄÄ
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Independent Study Project on Role Playing Games
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What are Role Playing Games? Quite simply, RPG's are games where
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YOU assume the role of a different person. Then, you with other
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adventurers, must play that role in the setting in which the game takes
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place. Playing and RPG is much like acting, only you don't know what is
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going to come next.
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RPG's utilize at least 3 players. One, called the Game Master,
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or Dungeon Master, is the person who runs the game. He is "the umpire,"
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who decides where the players are going and who knows everything about the
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adventure. The GM is a storyteller, who is relaying the story to the
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players, who make the decisions. RPG's are like one big
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Choose-Your-Own-Adventure story, only the choices are infinite.
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The other 2 people are the players. They are the ones who make
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all of the decisions in the game. For example, the GM might describe to
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them a room, and in the room are a desk, a shelf with books, and a rack
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with lots of vials and bottles. The players then have a choice to leave
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the room, explore the desk, shelf, and rack, take whatever they want,
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destroy everything, etc. Any of these decisions could result in something
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good to the player or bad. "Every action has an opposite and equal
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reaction."
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How do RPG's work? Basically, they are a story being told. Each
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player has their own character, who they are playing, or acting in the
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game. Each character has their own strengths and weaknesses. Below is
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shown part of a character sheet. A character sheet is where all
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information on the character is shown. This includes things like reaction
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time, strength, intelligence, etc.
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CHARACTER SHEET FOR THE GAMEPLEX-AMS ROLE PLAYING GAME
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In this RPG, there are 7 Main Attributes. Each Main Attribute is
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then sub-divided into smaller secondary attributes. Here, we will describe
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the most important main attribute, the physical attributes.
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PHYSICAL ATTRIBUTES:
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STRENGTH: The amount of power, or strength, a player has. This is a
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generic term, used in general. (Lifting boxes, hurting people's hands when
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shaking them, physical bulk, etc.)
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ATTACK STRENGTH: This is the amount of strength the player can exert when
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attacking someone. Since combat is an integral part of any RPG, this
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attribute is very important. This is even more important if the player is
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assuming the role of a fighter, who engages in combat more often than a
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wizard, for example. An attack strength of 1 out of 48 would not give much
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power, if any, when a person is attacking, but an attack strength of 48 out
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of 48 out surely kill, or seriously injure, anyone when hit. Attack
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strength does not count the skill at which the person can attack. If a
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person blindly swings at someone with their sword, the chance of hitting
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them is adjusted, from say, 50% when properly focused and alert to 10% when
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attacking blind. A lucky hit though, when swinging blind, would still
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inflict the same damage as when swinging alert. Only the chance of hitting
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the enemy would change.
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DEFENSIVE STRENGTH: This is the opposite of attack strength. Defensive
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strength regulates how much a person can defend themselves. For example,
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if the defensive strength is 1 out of 48, one hit from an attacker would
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kill the person. In contrast, with a defensive strength of 48 out of 48, a
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hit would not hurt the player very much if at all, because they can defend
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themselves very well. As in attack strength, skill is not counted in the
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way a person can defend themselves. If a person is prone and lying down,
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and only has their hands to defend themselves, the attacker would have an
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adjustment made to how they attack the person. For example, if the
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attacker, when attacking the person normally, had a 25% chance of hitting,
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when the person was prone, the attacker would then have a 80% chance of
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hitting. The amount of damage inflicted is still the same though, as
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always.
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OFFENSIVE TOTALS: This is a numerical constant used in determining other
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attributes, even those other than physical. It is also a measure used in
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combat, used as an adjustment in dice rolls to determine wether an attempt
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at a hit is successful.
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DEFENSIVE TOTALS: This is the complete opposite of the offensive totals.
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It is a numerical constant used in determining other defensive oriented
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attributes. It is also used in combat as a defensive adjustment in the
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dice rolls used to determine wether an attempt at a defense to a hit is
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successful.
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PHYSICAL TOTALS: This is also a numerical constant used in determining
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other generic physical attributes. For example, physical totals could be
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divided by five (five is the amount of dice rolls it takes to determine the
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physical totals) to determine the amount of time a person can carry their
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own weight.
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SIZE: Size is how big the person is. This can be rolled with dice, but
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usually it is a judgement made by the Game Master, according to the other
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physical attributes. For example, if a player's strength was 30, his
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attack strength 40, and defensive strength 45, his size in real life would
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probably be that of a large offensive lineman in football. If then size is
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rolled according to dice, and he rolled a 2 out of 24, which would be equal
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to the size of a small dog, it wouldn't make sense. Therefore, size is
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usually determined by the Game Master. The true size of the player above
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would probably be around 18 or 19 out of 24.
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RUNNING SPEED: This is determined by half of the attack strength. This is
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the top speed at which the character can run. To determine how long they
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can maintain this speed, you further divide it by 4. Any decimals are
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rounded up. For example, if the attack strength is 32, the run speed is
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16. The top speed the person can run at is 16 meters per five seconds.
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When you further divide it by 4, it means they can maintain the speed of 16
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meters per five seconds for four minutes.
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JUMP POWER: This is determined by multiplying the running speed by three
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then dividing by two. For example, if the running speed is 10, multiplying
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it by 3 would equal 30, and divided by 2 would be 15. Jump power is how
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high the person can jump and the speed at which they can do it. Speed is 2
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thirds of the Jump Power, and how high the person can jump is 1 third. So,
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if the Jump Power is 15, it would take the person 10 seconds of run up to
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jump five meters. This can then be divided accordingly.
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PHYSICAL COMPARISON TO I.Q.: This is determined by dividing the physical
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totals by two. For example, if the physical total is 40, then the Physical
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Comparison to IQ would be 20. Physical Comparison to IQ is basically how
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dumb the person looks. If the person's Physical Comparison to IQ is 13,
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the person would look like a stereotype of "a dumb jock." If the person
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then has an IQ of 200, this would sometimes prove favourable, as most of
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the time, others would underestimate the person's intelligence.
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CARRY WEIGHT: This is determined by getting the strength and multiplying it
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by 5. This is the amount of kilograms a person can lift. This is then
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multiplied by four minutes to get how long the person can lift it.
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Above are just some of the attributes in a role playing game. As
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you can see, every aspect of real life is duplicated in the character a
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person plays. The object of the game when making a character is getting it
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to be as realistic as possible.
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After a character's attributes are determined, the game can get
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started. For the purposes of example, we will assume that there are 3
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players in a dungeon.
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The game has begun. After the GM has described a room, the
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players are left to fend for their own.
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GM- In this room is a large wooden ark. The room itself is huge-
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painted brilliant white and gold. A couple of bones of unknown
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animals are scattered about the room, and on the ark.
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Player 1- I examine the ark.
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GM- A loud booming voice screams:"LEAVE MY ARK ALONE! OUR JOURNEY
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MUST CONTINUE!"
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Player 2- "WHAT IS YOUR JOURNEY?"
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GM- (As the voice in the ark) "OUR JOURNEY MUST NOT BE KNOWN-LEAVE
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US ALONE!"
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Player 3- I bring out my Two Handed sword and swing at the ark.
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GM- Ok. Since your Weapon Rating is 12, you get a 12% bonus on
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your chance of attack success. (rolling dice) You make your
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attack. The ark splits straight down the middle, releasing a green
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gas into the air. You all start to choke and gag.
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Player 2- I fall to the ground, and cover my face.
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GM- Ok. The rest of you, you are both affected by the gas. Make
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an Affect Roll to see if you get affected by the gas.
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Player 3- (rolling dice) I was standing 2 feet from the ark, so I
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get -2 on my roll. (rolls dice) Nope, the gas doesn't affect me.
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GM- And you? (motions to player 1)
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Player 1- (rolls dice) Nothing happens to me.
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GM-Ok. When the gas clears, a huge blue mist envelopes all of you.
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After that mist has cleared, 3 huge Xanthor warriors are standing
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before you. They stand there, solid and gleaming in their
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electroplate armor. They hold huge pistol gripped Electrified
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Swords.
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Player 3- I rush the one in the lead, my sword pointed out to
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impale him.
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GM- (rolls some dice) No luck. Your sword bounces off of his
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armor. You see a huge fold in the tip of your sword. Since it is
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useless from a foot to the tip, you lose 5 points on every attack
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roll you make when using the sword. The leader, in retaliation,
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crashes his sword into your shoulder. You fall back, dazed, and
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your shoulder bleeding heavily through your Leather Armor. You
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have no feeling in your right arm.....
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That was just a taste of what a role playing game is. As you can
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see, it is highly organized, as each person takes a turn, or one action,
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each in turn. In combat, everyone is given equal opportunity to attack.
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RPG's are almost self working. You just have to have a Game
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Master, or storyteller, with a good imagination to tell a story. Then you
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have the players, who are the listeners and who make the decisions. And
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then you have the story itself, in which the characters are based. Below
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is given a flow chart of how RPG's work:
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The RPG is not a game in the true sense of the word. There are no
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winners or losers. To be successful in the game, players must cooperate
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rather than compete. It is amusing to watch how people's personalities
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come out in a game. One might be always greedy, wanting more than his fair
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share of the gold, while one might always rush headlong into battle,
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lusting for blood!
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A BRIEF HISTORY OF ROLE PLAYING GAMES
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The Role Playing craze began with the creation of Dungeons and
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Dragons in the late seventies. People loved the idea of the game, a game
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where you could shed your normal skin and become a person of their wildest
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fantasies. The original Dungeons and Dragons game has been revamped and
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added to hundreds of times. Currently, there are two distinctly different
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Dungeons and Dragons RPG's. There is the normal, original Dungeons and
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Dragons, and the more advanced, realistic Advanced Dungeons and Dragons.
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The creation of such games like Role Playing Games flowed along
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with the creation of the computer. Once computers got better, creators of
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RPG's thought they had to be one step better in order to keep up with the
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creation of games for the computer. How could written word and human error
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compare to flawless performance and never-ending challenge? Simple. The
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human factor.
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People don't want to listen to a box telling them what to do in a
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processed, run of the mill manner. In this way, humans speaking and
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creating the game as they go along make up essentially what the role
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playing games are based on: People ROLE PLAYING. Computers can't role play
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with the human factor of decisions and such things as cunning, wisdom, and
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even intelligence. Computers see one things-garbage in, garbage out.
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Information goes in, its processed, and is fed back to the user. Humans
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can also process information, but in such ways that computers cannot.
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By 1980, the only role playing game available was the original
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Dungeons and Dragons game, set in the stereo-typical medieval England. But
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there was one MAJOR influencing factor in the evolution of new RPG's.
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Fictional books.
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There are even more Science Fiction and Fiction books out there
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than there are people. From the ideas within a book, people have gotten
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ideas to make games. Why read a book and listen to the set decisions of
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the author, when you can jump INTO the book and create your own ending?
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Using this idea, the RPG market flourished when young authors combined with
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number crunching and acting wizards to create hundreds of new RPG systems.
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Also, the market of competition between RPG companies heated the fire.
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TSR, the company that produces the infamous Dungeons and Dragons game,
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still is the most popular RPG, partly because of the wide spread use of the
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game, its huge selection of modules (different storylines for the D&D
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system) and because it was the first game ever produced. When something
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comes out and its the best, and the first ever produced, people still tend
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to go to it. The first people also tend to research more to keep their
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product at the highest quality possible, so quality isn't usually an issue.
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A good example is Sony and their Walkman line. Hundreds of companies have
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made their own portable tape players, but people still refer to them as
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"Walkmen" even though they aren't Sony.
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The evolution of RPG's grew with the demand. Soon, it was seen
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that D&D didn't have every single possible module for every type of game
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wanted to play. So companies produced games based on Super Heroes, a very
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popular item in comic books, trading cards, and role models.
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Role Playing Games today can be found in any form, shape, size,
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and game type. The RPG found on the first page is the GAMEPLEX-AMS Role
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Playing Game. It has been designed to work with any type of module
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available or wanted. All RPG's have this in mind, but some tend to
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specialize in one area only. The GAMEPLEX- AMS System is designed so if
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the system itself does not cover the wanted area, for example, bowling, the
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module would have specific instructions on how to cover that topic. But
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usually, if this type of instruction were to come up in an RPG where it is
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not covered, it is up to the GM to adlib and make up something for it.
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Everything doesn't have to go by a complete set of rules.
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Toady, at the latest count, there are 653 Role Playing Games in
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existence today. Not all of them are playable or even good, but some of
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them are. Some are specialized for a specific area in role playing, and
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some are designed for wide use. A sample is shown below.
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Dungeons and Dragons and Advanced Dungeons and Dragons: The original and
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still the best in role playing. Because they were the first to poke into
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the RPG market, they have carved their own niche and hold onto it quite
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well. D&D is designed to work with anything, and if that topic isn't
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covered, a special module would cover it. In this way, it is one of the
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most expandable systems on the market. There are approximately 5000
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different storylines for role playing games in the D&D system. Advanced
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Dungeons and Dragons is essentially the same as D&D, but it is more
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complex, and is richer in detail. More physically oriented attributes are
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added to AD&D, making it that more realistic. D&D and AD&D is produced by
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the TSR Company.
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GURPS, or Generic, Universal, Role Playing System: GURPS is the king of
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games designed to cover every single possible detail in a complete rule
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system. In this way, it is called universal. GURPS is designed to work
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with ANYTHING, absolutely ANYTHING. Games for the GURPS system range from
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Nuclear Holocausts to the Wild West, from Space Ships to Murder Mysteries,
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and from Sports Events to World War Two. GURPS is the most comprehensive
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package available for role players who love variety. It is highly playable
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because not all the rules are needed for a game. GURPS is probably the
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most comprehensive game on the market. Everything from biting fingernails
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to heartburn is covered in GURPS.
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ROBOTECH AND OTHER ROBOTIC TYPE GAMES: These games, are all set in the
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future. Robots dominate the earth and roam about freely, controlled by
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skilled pilots. Here, every planet explored houses robots. These robots
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have their own form of skills, and their physical attributes (type of
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metal, etc.) also come into effect. These type of games are very good for
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the person interested in the future and who likes combat with lasers and
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robots. They are basically like any other type of D&D game but in a
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futuristic sense. These games are produced by the Palladium RPG company,
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whose products are very good. They are known to keep everything simple and
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to mix two attributes into a single one (like running and walking) to make
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things easier. Their robotic system includes such attributes such as Heat
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Dissipation (how fast a robot can dissipate the heat from an incoming laser
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or bomb) Heat Sinks (the place where the dissipation takes place) to the
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mental power of the pilot.
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GAMEPLEX-ATTRIBUTE MAINSTREAM SYSTEM: Gameplex-AMS is a hybrid of many
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systems combined. It has the complete playability of GURPS with the
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endless supply of modules of D&D to the simple and easy to play form of
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Palladium systems. Gameplex incorporates everything into a single package.
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Playability is the same as in many other RPG's. The Gameplex-AMS system is
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based on the theory that a person's attributes should function without flux
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with his other attributes. For example, a 2 inch high rat would not have
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the strength of Arnold Schwartzenegger. This "common sense" theory is what
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makes Gameplex-AMS better. Gameplex-AMS also uses special specific
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attributes and has a no-nonsense, stick to the rules approach. There are
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no exceptions.
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CHAMPIONS, DC COMICS, AND MARVEL RPG'S: These RPG's storylines are based on
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comic book heroes and plotlines. Frequently, stories are taken out of
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comic books and then re-translated into a game, with a few changes. This
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is the case with the DC Comics Role Playing Game (it covers all characters
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and such in the DC Comic world) and the Marvel RPG (same as DC Comics but
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uses Marvel Characters.) The only exception is The Champions RPG System.
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The Champions system is a totally new concept. It wasn't developed through
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a comic book, or comic story, but from the mind of its creator. The
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Champions System uses modules which are totally original and which haven't
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been taken from comics. All three of the systems are highly playable, but
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the only real difference is the selection of modules. The Champions System
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is the best if you want a challenge but if you enjoy reading comics and
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playing your favourite super- hero, then the DC or Marvel System is for
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you. FIGHTING FANTASY GAMEBOOKS AND THE FIGHTING FANTASY RPG: The Fighting
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Fantasy Gamebooks are a very popular item. They are a true RPG in a sense,
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but they are designed so only one person can play them. So, they are much
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like a Choose-Your-Own-Adventure because only one person plays them and
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makes the decisions. Also, the decisions are altered because only a
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certain amount of choices is offered. For example, if there was a fork in
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the road and some bushes around, you would only have the choice of choosing
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which road to take, while in a true RPG such as AD&D and Gameplex-AMS, you
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would have the choice of searching the bushes, choosing which road, attack
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the other players, burn the bushes, etc.
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The Fighting Fantasy RPG is a whole different story. The
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Fighting Fantasy RPG is much like the Fighting Fantasy Gamebooks, but they
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can be played by any number of players like a normal RPG. The rules in FF
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are very simplified, as there are only 3 main attributes (compared to over
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60 in Gameplex-AMS, 40 in AD&D, and 100 in GURPS) but it is the best RPG to
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start with if you are new to Role Playing. The modules themselves are top
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rate, being simplified also along with the rules.
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As you can see, there are an infinite number of topics on which
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RPG's can be based. RPG's can be written about the Titanic to the
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evolution of the vampire, to the future of the earth to how dragons cast
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spells.
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THE FUTURE OF ROLE PLAYING GAMES
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The future of Role Playing Games is bright. With the increased
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interest in them, and the new systems, modules, and accessories coming out,
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there can only be more heated competition and the product can only get
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better.
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The newest form of RPG's that has appeared within the last 10
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years is the computerized RPG. With the dawning of the PC as the dominant
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system in the last 5 years, computer game companies have harnessed the
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increased power of the computers to make their product more exciting.
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The origins of the computerized RPG began with the crude
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adventure games of the late 70's. These were basically text-based
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adventures, with no pictures. The adventure was based on a first person
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view, and a typical scene would go as such: "You are walking down a dark
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tunnel. You can hear the water dripping down the walls. You see a huge
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troll raging towards you, with a huge battle-axe in his hands. The axe is
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dripping with blood and the troll is smiling." Then you would type in a
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one or two word answer, such as: "Take Axe." The computer would then
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respond with: "Oh, sorry. You tried to grab the axe and the troll cut your
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hand off. While you're looking at your hand on the ground, the troll
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laughs and cuts off your head. Game Over." In this type of adventure, you
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were basically "reading" the game. The game itself was very limited, as
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you could only type in a one or two word answer.
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Then, more advanced games sprung up. Ones with graphics, but it
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was still seen from a first person view. No animation was involved, but
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the basic premise of role playing a character was still involved. These
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games were very popular, because at that time, people had never seen
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anything like it before. No color was involved. Role Playing Games like
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these kept up with the "book- keeping," by that it means the little dice
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rolls, table checking, and book flipping involved with a normal RPG. The
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computer acted like the GM, and you the player.
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Then the IBM released its PC series. This revolutionized the
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computer game industry and the computer business. With the new found power
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in computers, software became increasingly complex. Color was a mainstay.
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The game themselves took on a whole new tone with animation and new, more
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challenging quests. People had fallen in love with this new type of
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addiction and they begged for more.
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But what about the future? Right now its bright but still
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uncertain. The paper RPG aspect is still going strong and selling well.
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The computerized RPG aspect is growing by leaps and bounds as new and more
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powerful software and computers pop up. The horizon seems limitless.
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