INITIATIVE ROLE PLAYING GAMES

INITIATIVE ROLE PLAYING GAMES




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Paranoia (role-playing game)Paranoia is a dystopian science-fiction tabletop role-playing game originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games. Since 2004 the game has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting. Several editions of the game have been published since the original version, and the franchise has spawned several spin-offs, novels and comic books based on the game.

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The Dark Eye (role-playing game)The Dark Eye (German: Das Schwarze Auge, lit. 'The Black Eye') is a German tabletop role-playing game with a high fantasy theme created by Ulrich Kiesow and launched by Schmidt Spiel & Freizeit GmbH and Droemer Knaur Verlag in 1984. It is the most successful role-playing game on the German market, outselling Dungeons & Dragons. Many years of work on the game have led to a detailed and extensively described game world. Droemer Knaur dropped the project in early 1989; after the bankruptcy of the Schmidt Spiel & Freizeit GmbH in 1997, publishing was continued by Fantasy Productions (which had already done all the editorial work). Since the game's launch, it has gone through five editions, making the rules and background more complex. The basic rules of the fourth edition of The Dark Eye were published in 2001, and it became the first edition to be released in English in October 2003. The fifth edition of the game was released in August 2015, with an English translation released in November 2016. Aventuria, the continent on which the game is set, was first introduced to the English-language market through a series of computer games and novels and later under the name Realms of Arkania. The trademark Realms of Arkania was owned by the now-defunct Sir-tech Software, Inc., which spurred the name change to The Dark Eye; Fantasy Productions was unable to obtain the trademark. In April 2007, Ulisses Spiele assumed the TDE pen-and-paper licence from Fantasy Productions.

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Children of the Sun (role-playing game)Children of the Sun is a dieselpunk tabletop role-playing game created by the now defunct Misguided Games, Inc. in 2002. Set on Krace, an island of giant, supernaturally tough trees, it was part of a generation of dieselpunk settings that appeared beginning in the late 1990s. Most notable about the game was its original Token System, which allowed the player to use a token to determine initiative and to interrupt other character's turns.

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InitiativePopular initiative is a political process by which a referendum can be triggered by a petition of voters. Initiative or The Initiative may also refer to:

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Hol (role-playing game)HoL (Human Occupied Landfill, sometimes written as "HōL") is a role-playing game created by Dirt Merchant Games and produced by Black Dog Game Factory, a subsidiary of White Wolf which produced adult oriented RPGs. The HoL Core Rulebook was published in 1994, and was followed up by one other supplement Buttery Wholesomeness in 1995. Although HoL is playable, it was meant as a satire of RPGs. The pages of the books are written by hand, and the authors freely take stabs at other popular role-playing games, particularly Vampire: The Masquerade and Dungeons & Dragons, and those who play them.

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Initiative (role-playing games)In most tabletop role-playing games (RPGs), an initiative system determines in which order player characters and non-player characters take their actions, to avoid confusion on when a character gets to act. These derive from RPGs roots in tabletop wargaming, where similar systems are used. Rules for initiative vary from game to game, but often follow one of a few common methods: Statistic-based: The most common method, used by games like Dungeons & Dragons and Fate is for each character to be assigned an initiative number based on a relevant attribute plus a random factor, and for people to act in that order. Some games determine initiative order once, some once per round. Taking turns in groups: In some games, such as Tunnels & Trolls, each faction takes its turn to act, and it is entirely up to the side acting who acts in which order for that side. Shot clock: Feng Shui and Arcanis both use a shot clock. Each round is divided into segments or shots, and each action takes a certain number of these segments. Actions happen whenever the character's next free segment turns up. Choice: In Marvel Heroic Roleplaying each character to act may choose anyone who has not acted already in that round as the next character to act. The final person to act in the round chooses who acts first in the next round.

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Statistic (role-playing games) thumbnail

Statistic (role-playing games)A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a specialisation or aspect, that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like Specialisations in Ars Magica or Attribute Aspects in Aria). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. Advantages and disadvantages are useful or problematic characteristics that are not common to all characters. Powers represent unique or special qualities of the character. In game terms, these often grant the character the potential to gain or develop certain advantages or to learn and use certain skills. Skills represent a character's learned abilities in predefined areas. Traits are broad areas of expertise, similar to skills, but with a broader and usually more loosely defined scope, in areas freely chosen by the player. There is no standard nomenclature for statistics; for example, both GURPS and the Storytelling System refer to their statistics as "traits", even though they are treated as attributes and skills. Many games make use of derived statistics whose values depend on other statistics, which are known as primary or basic statistics. Game-specific concepts such as experience levels, alignment, character class and race can also be considered statistics.

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