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Role-playing games also have specialized slang and jargon associated with them. Besides the terms listed here, there are numerous terms used in the context of specific, individual RPGs such as Dungeons & Dragons (D&D), Pathfinder, Fate, and Vampire: The Masquerade. For a list of RPGs, see List of role-playing games.
Terms used in role-playing games. Subcategories. This category has the following 2 subcategories, out of 2 total. C. Character classes (1 C, 3 P) M. MUD terminology ...
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Single-player role-playing video games form a loosely defined genre of computer and console games with origins in role-playing games such as Dungeons & Dragons, on which they base much of their terminology, settings, and game mechanics. [22]
An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game.
Role-playing video games use much of the same terminology, settings and game mechanics as early tabletop role-playing games such as Dungeons & Dragons. [2] Players control a central game character, or multiple game characters, usually called a party , that will grow in power and abilities.
The magic system in tabletop role-playing games such as Dungeons & Dragons is largely based on patterns established in the Dying Earth novels of author Jack Vance.In this system, the player character can only memorize a fixed number of spells from a list of spells.
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.