Role-playing game system
Encyclopedia
A role-playing game system is a set of game mechanics used in a role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

 (RPG) to determine the outcome of a character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...

's in-game actions. While early role-playing games relied heavily on either group consensus or the judgement of a single player (the "Dungeon Master" or Game Master) or on randomizers such as dice, later generations of narrativist games allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the outcome of the game.

A role-playing game system also affects the game environment, which can take any of several forms. Generic role-playing game systems, such as the d20 System
D20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...

and GURPS
GURPS
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting...

, are not tied to a specific storytelling genre
Genre
Genre , Greek: genos, γένος) is the term for any category of literature or other forms of art or culture, e.g. music, and in general, any type of discourse, whether written or spoken, audial or visual, based on some set of stylistic criteria. Genres are formed by conventions that change over time...

 or campaign setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

 and can be used as a framework to play many different types of RPG. Others, such as Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

, are designed to depict a specific genre or style of play, and others, such as the first and second editions of RuneQuest
RuneQuest
RuneQuest is a fantasy role-playing game first published in 1978 by Chaosium, created by Steve Perrin and set in Greg Stafford's mythical world of Glorantha. RuneQuest was notable for its original gaming system and for its verisimilitude in adhering to an original fantasy world...

, are not only genre-specific but come bundled with a specific campaign setting to which the game mechanics are inseparably tied.

Many role-playing game systems involve the generation of random numbers by which success or failure of an action is determined. This can be done using dice
Dice
A die is a small throwable object with multiple resting positions, used for generating random numbers...

 (probably the most common method) or card
Playing card
A playing card is a piece of specially prepared heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic, marked with distinguishing motifs and used as one of a set for playing card games...

s (as in Castle Falkenstein
Castle Falkenstein (role-playing game)
Castle Falkenstein is a steampunk-themed fantasy role-playing game designed by Mike Pondsmith and originally published by R. Talsorian Games. A GURPS version and several supplements were later published by Steve Jackson Games. The game is named for a legendary unbuilt castle in the Bavarian Alps...

), but other methods may be used depending on the system. The random result is added to an attribute
Attribute (role-playing games)
An attribute is a piece of data 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. That piece of data is usually an abstract number or, in some cases, a set of dice...

which is then compared to a difficulty rating, although many variations on this game mechanic exist from system to system. Some systems (such as the Storyteller/Storytelling System
Storytelling System
The Storytelling System, formerly Storyteller System, is a role-playing game system created by White Wolf, Inc. in 1991 that premiered in Vampire: The Masquerade, a part of the World of Darkness series.-Storyteller System:...

and the One-Roll Engine
One-Roll Engine
The One-Roll Engine is a generic role-playing game system developed by Greg Stolze for the alternate history superhero roleplaying game Godlike. The system was expanded upon in the modern-day sequel, Wild Talents, as well as the heroic fantasy game Reign and the free horror game Nemesis. A...

) use dice pool
Dice pool
In some role-playing game 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 most RPG systems, most non-trivial actions require dice rolls...

s instead of individual dice to generate a series of random numbers, some of which may be discarded or used to determine the magnitude of the result. However, some games (such as the Amber Diceless Role-playing Game and Nobilis
Nobilis
Nobilis is a contemporary fantasy role-playing game created by Jenna K. Moran, writing under the name R. Sean Borgstrom. The player characters are "Sovereign Powers" called the Nobilis; each Noble is the personification of an abstract concept or class of things such as Time, Death, cars, or...

) use no random factor at all. These instead use direct comparison of character ability scores to difficulty values, often supplemented with points from a finite but renewable pool. These "resource points" represent a character's additional effort or luck, and can be used strategically by the player to influence the success of an action.
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