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Storyteller System
The ''Storytelling System'' is a role-playing game system created by White Wolf, Inc. for the Chronicles of Darkness (formerly known as the New World of Darkness), a game world with several pen and paper games tied in. The Storytelling System is largely based on the Storyteller System, the rule set used for White Wolf's other, older game setting, the World of Darkness (for a time known as ''old'' or ''classic'' World of Darkness). History Storyteller System While on the road to Gen Con '90, Mark Rein-Hagen came upon the idea of a new game design that would become '' Vampire: The Masquerade''. Tom Dowd, co-designer for '' Shadowrun'', worked with Rein-Hagen to adapt the core mechanics from his previous game success to use d10 instead of d6 for calculating probability. Over the next few years, several games were published under this rule set. The World of Darkness games exclusively used this ruleset, as did '' Street Fighter: The Storytelling Game'' (1995), ''Trinity'' (19 ...
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Role-playing Game System
A role-playing game system is a set of game mechanics used in a tabletop role-playing game (TTRPG) to determine the outcome of a character's in-game actions. History By the late 1970s, the Chaosium staff realized that Steve Perrin's ''RuneQuest'' system had the potential to become a "house system", where one set of game mechanics could be used for multiple games; Greg Stafford and Lynn Willis proved that theory by boiling down the RuneQuest rules into the thin 16-page '' Basic Role-Playing'' (1980). Hero Games used their '' Champions'' rules as the basis for their Hero System. The Pacesetter house system centered on a universal "action table" that used one chart to resolve all game actions. Steve Jackson became interested in publishing a new roleplaying system, designed by himself, with three goals: that it be detailed and realistic; logical and well-organized; and adaptable to any setting and any level of play; this system was eventually released as ''GURPS'' (1986). The ''D ...
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Ten-sided Die
In geometry, a pentagonal trapezohedron or deltohedron is the third in an infinite series of face-transitive polyhedra which are dual polyhedra to the antiprisms. It has ten faces (i.e., it is a decahedron) which are congruent kites. It can be decomposed into two pentagonal pyramids and a pentagonal antiprism in the middle. It can also be decomposed into two pentagonal pyramids and a dodecahedron in the middle. 10-sided dice The pentagonal trapezohedron was patented for use as a gaming die (i.e. "game apparatus") in 1906. These dice are used for role-playing games that use percentile-based skills; however, a twenty-sided die can be labeled with the numbers 0-9 twice to use for percentages instead. Subsequent patents on ten-sided dice have made minor refinements to the basic design by rounding or truncating the edges. This enables the die to tumble so that the outcome is less predictable. One such refinement became notorious at the 1980 Gen Con when the patent was incorrect ...
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White Wolf Publishing Games
White is the lightness, lightest color and is achromatic (having no hue). It is the color of objects such as snow, chalk, and milk, and is the opposite of black. White objects fully diffuse reflection, reflect and scattering, scatter all the visible spectrum, visible wavelengths of light. White on television and computer screens is created by a mixture of red, blue, and green light. The color white can be given with white pigments, especially titanium dioxide. In ancient Egypt and ancient Rome, priestesses wore white as a symbol of purity, and Romans wore white togas as symbols of citizenship. In the Middle Ages and Renaissance a white unicorn symbolized chastity, and a white lamb sacrifice and purity. It was the royal color of the kings of France, and of the monarchist movement that opposed the Bolsheviks during the Russian Civil War (1917–1922). Greek and Roman temples were faced with white marble, and beginning in the 18th century, with the advent of neoclassical archite ...
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Ludonarrative Dissonance
Ludonarrative dissonance is the conflict between a video game's narrative told through the story and the narrative told through the gameplay. Ludonarrative, a compound of ludology and narrative, refers to the intersection in a video game of ludic elements (gameplay) and narrative elements. The term was coined by game designer Clint Hocking in 2007 in a blog post. History Clint Hocking, a former creative director at LucasArts (then at Ubisoft), coined the term on his blog in October 2007, in response to the game ''BioShock''. As explained by Hocking, ''BioShock'' is themed around the principles of Objectivism and the nature of free will, taking place in a dystopia within the underwater city of Rapture. During the game, the player-character encounters Little Sisters, young girls that have been conditioned to extract a rare resource from corpses, which is used as a means to increase the player-character's abilities. The player has the option of following the Objectivist approach by ...
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Trinity (Aeon)
The Christian doctrine of the Trinity (, from 'threefold') is the central dogma concerning the nature of God in most Christian churches, which defines one God existing in three , , consubstantial divine persons: God the Father, God the Son (Jesus Christ) and God the Holy Spirit, three distinct persons sharing one ''homoousion'' (essence) "each is God, complete and whole." As the Fourth Lateran Council declared, it is the Father who s, the Son who is , and the Holy Spirit who proceeds. In this context, the three persons define God is, while the one essence defines God is. This expresses at once their distinction and their indissoluble unity. Thus, the entire process of creation and grace is viewed as a single shared action of the three divine persons, in which each person manifests the attributes unique to them in the Trinity, thereby proving that everything comes "from the Father," "through the Son," and "in the Holy Spirit." This doctrine is called Trinitarianism and it ...
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Scion (role-playing Game)
''Scion'' is a series of role-playing games published by White Wolf, Inc and Onyx Path Publishing. The first core rule book, ''Scion: Hero''. was released on April 13, 2007. The second volume, ''Scion: Demigod'', was released on September 12, 2007, and the third, ''Scion: God'', was released on January 23, 2008. The ''Scion Companion'' began release in sections March 2008, as a PDF direct download. ''Scion: Ragnarok'' was released on January 21, 2009. A second edition was announced in August 2012, changing the setting and also updating the system from the previous Storyteller System, Storytelling System to the new Storypath system. This second edition was released for public purchase on June 5, 2019. Setting ''Scion'' is a role-playing game wherein players take on the roles of mortal Demigod, descendants of gods tasked with working as the hands of their parents in the mortal world; while the first edition focused on a singular antagonist in the form of the recently escaped Tit ...
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Rock Paper Scissors
Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist), "paper" (a flat hand), and "scissors" (a fist with the index finger and middle finger extended, forming a V). "Scissors" is identical to the two-fingered V sign (also indicating "victory" or "peace") except that it is pointed horizontally instead of being held upright in the air. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win or a loss. A player who decides to play rock will beat another player who has chosen scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play ...
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Live Action Role-playing Game
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world enviro ...
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Mind's Eye Theatre
''Mind's Eye Theatre'' is a live action role-playing game (LARP) based on the White Wolf World of Darkness universe, sharing a theme and setting with the table-top role-playing game '' Vampire: The Masquerade'' and with two revisions, '' Vampire: The Requiem'' and ''Mind's Eye Theater: Vampire The Masquerade''. (The rules for ''Mind's Eye Theatre'' have likewise been revised.) Other games or "venues" include: '' Werewolf: The Forsaken'', '' Mage: The Awakening'', '' Changeling: The Lost,'' and more. Conflicts and skill challenges are settled in other editions with a "rock, paper, scissors" system often referred to as "throwing chops" or "hand jamming". The 2005 ''Mind's Eye Theatre'' system, however, used a random card-draw mechanic. Every player carries a deck of ten playing cards (2-10, plus an Ace), and adds a skill modifier to their draw. The game possesses many rules both for gameplay and player safety. One main advantage of using the ''Mind's Eye Theater'' system is the ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Dice Pool
In some role-playing game (RPG) systems, the dice pool is the number of dice that a player is allowed to roll when attempting to perform a certain action. Mechanics In many RPG systems, non-trivial actions often require dice rolls. Some RPGs roll a fixed number of dice, add a number to the die roll based on the character's attributes and skills, and compare the resulting number with a difficulty rating. In other systems, the character's attributes and skills determine the number of dice to be rolled. Dice pool systems generally use a single size of die, the most common being six- or ten-sided dice (d6s or d10s), though in some games a character's Attributes or Skills may determine the size of the dice in the pool, as well as their number (such as ''Deadlands''). While such games may require different sized dice for different rolls, the dice in a given pool are usually all the same size. The results on each die may be added together and compared to a target number (as in '' O ...
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Game Master
A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are more common in co-operative games in which players work together than in competitive games in which players oppose each other. The act performed by a gamemaster is sometimes referred to as "Gamemastering" or simply "GM-ing". The role of a gamemaster in a traditional table-top role-playing game (pencil-and-paper role-playing game) is to weave the other participants' player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system. The role of a gamemaster in a ...
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