The Layman’s Guide to Role Playing Games.
Get ready for the adventure
of a lifetime in the span of a misspent Saturday night!
So, you say that you’re getting tired of going out every
Saturday night and drinking, partying, schmoozing with the opposite sex and
cramming too much craziness into the evening.
Well, I got an idea that will certainly put the old’ kibosh on
that! How about an evening of getting
together with a bunch of friends, sitting together at a big table in someone’s
basement and breaking out the pencils, paper and 20 sided dice, for a good old
session of Role Playing Game (or RPG for those not “in the know”)?
Many of you fine readers may be scratching your head, asking
yourselves, “Just how is playing a nerd’s
game going to benefit me?”
Well, let me ask you, isn’t there the slightest fragment of
your imagination that has a yearning to be stroked? (Insert self gratification joke here
________________.) I believe that
there’s some form of child-like exuberance locked up in everyone of us that
needs to break out from time to time.
Somewhere, out in the city, there’s a stock broker wondering if the Dow
Jones is going to pick up, if his portfolio could improve and if his Paladin
will be able to thwart the evil sorcerer, Dothlock with his +7 Sword of Eternal
Holiness. Trust me. There’s a little of the fantastical welling
up inside of you whether you know it or not.
So allow me to give you a quick synopsis of the world of
Role Playing Games.
The whole idea of RPG’s are to be able to still play games
like Cops and Robbers, Cowboys and Indians, Nurse Sasha and the Bad Patient and
other imaginative games without running around with toy guns, plastic bows and
arrows or latex and wet-naps.
Instead, you and other players are seated at a table with
your character sheet in front of you, pencil in hand and dice at the ready. One of the players will be the Game Master
(or GM), also know as a Dungeon Master (DM), a Storyteller, a Marshal, a Head
Honcho or whatever the particular RPG your playing refers to them as. Just don’t refer to them as “the jerk-knocker
who killed off my Halfling mage”. That
doesn’t go over too well in most conversations.
The GM is the one who describes what is going on
in whatever imaginary world you are playing in.
When the GM prompts you to obtain a certain goal, you will role a
particular sided dice (in most games it’s a 20 sided dice, pending the rules
and system of that game) and the dice will tell you if you succeed or failed in
your attempt. There’s much more to it than
what I’ve described, but I’m writing an article, here! Not authoring a core rule book fer
crissakes!!
Well there you go. Have a nice day!
Zangz.
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