An RPG is not a computer game, and not a board game. In an RPG the players take
on the role of an imaginary character somewhat like what you would find
in a book.
There
are many different genres of RPGs, just like their are different genres of books:
science fiction; western; spy thriller; and so on. D&D®
belongs to the fantasy genre.
In
order to create your D&D® Player Character (known
as a PC) you would normally role dice to determine how strong you are, how agile,
how smart, how charismatic, how wise, and how much endurance you have.
Then,
you would choose a race (human, elf, dwarf, halfling, and so forth except
in Aeropæia, the only race a PC can play is human.)
Next
you decide what "class" you want your character to be. This will decided
to a great degree what skills your character has. Do you want to take the role
of a skilled warrior? A sneaky thief? A devout priest? A charismatic bard? Your
options are many and varied.
Once
you have created your character, then you are ready to play. One person called
the Dungeon Master (known as a DM in most games, but in Aeropæia he is called
a Dream Weaver, or a DW) is responsible for providing you and your fellow players
with an imaginary environment in which your imaginary characters will exist He
will tell you what your characters are seeing, smelling, feeling, hearing and
experiencing. Then you will get to choose how your characters react.
Often
the DM uses maps, and brief sketches to help you picture where your character
is and what he is seeing.
Unlike
in a computer game where you can go only four directions and have a limited choice
of other commands you can give and basically no control over what your character
says, in an RPG you have complete control. You can try anything, say anything
and do anything. The only limit is how your DM's world reacts to what you do.
Whether or not you succeed will usually depend on a dice roll. There is a lot
of dice rolling in D&D® (but not in Aeropæia).
As
you adventure, your DM will award you with Experience Points (known as XP). When
you have enough XP, you will go up a level, meaning that your basic
class related abilities will improve, you will become better at fighting, and
you will gain Hit points (known as HP). HP determine how quickly you
die when some bad guy is attacking you.
Because
of the flexibility of RPGs, the rules can end up becoming very complicated
too complicated to go into any detail here. Yet, no matter how complicated a rule
system is, it cannot predict before hand what you will decide to do.
A
lot of responsibility for a good game ends up resting on your DM. Each DM brings
his own gaming style to the D&D® rules. The style
of play can greatly effect your enjoyment. One person's D&D®
game you will love, and another person's D&D® game
you will hate.
For
example, some DMs like to provide a wealth of detail. They describe what everyone
is wearing right down to the silver and enamel ring on their pinky fingers.
They will describe every building in the village, and so forth.
Other
DMs will just do their best to provide you with constant action. Every time you
turn around, a new assailant leaps out of hiding to attack you.
Still
other DMs will contrive elaborate plots, puzzles, riddles, even political intrigue.
Players,
too, have their own individual styles. Some see role-playing as an exercise in
mathematics, and they will pour over the books doing calculations and trying to
come up with the most advantageous combination of race, class, equipment
and so forth.
Other
players spend hours on the background of their character, writing up a complete
family tree and detailing incidents from their childhood.
Some
consider role-playing to be a theatrical club and will act out everything their
character does.
Some
hints for listening to your friends, or lurking in a Play By eMail game (known
as a PBeM):
For
statistics (stats): (STRength, DEXterity, INTelligence, WISdom,
CONstitution, CHArisma, and COMeliness) High is good. 18
is wonderful! Anything over 18 is ridiculous, but can happen.
For
levels: High means that the character has been around for longer than a lower
level character (as a general rule). Really high (anything over 11 or 12) is the
sign of either a) a game that has been going on for years, or b) a DM has provided
lots of monsters and lots of treasure and not much else (plot, description, characterization,
or tactics, for example).
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Last updated 27 February, 2003