A roleplay (abbreviation: JdR ) or roleplay on table (because it is often practiced around this piece of furniture) or ludic roleplay (sometimes used by certain forumeurs of the Net and other rolists to differentiate it from the psychological roleplays) is a Board game in which several participants create or live together a history by the means of Dialog S, each one incarnating a character. The support of the imaginary is very important and the dice, of paper and the pencils constitute the main part of the accessories necessary to play. The players are called rolists (Néologisme created in the Années 1990) for the Interprétation of the role which they make of their character.
The roleplays are distinguished from the other board games because there is generally neither gaining nor loser. They are an interactive form of Conte, based on social relations and collaboratives rather than on the competition. The end of a part does not indicate one inevitably gaining single. The goal of the play is simply the pleasure which one tests to take part in a history, to interpret a role and to make evolve/move its character for the rejouer in a future part.
The roleplays join together a Meneur play - called also main of play (MJ) - and one to six or eight players. With beyond: it is reasonable to separate the table in two groups… The frequency of the meetings of play is very variable (days, weeks, month…), these last generally lasting several hours following the desire and the availability of the participants. The tradition play-with-rôliste wants that a good part of play measures herself into four to eight hours, even twelve hours and more, decorated pauses, of course. All depends on the length of the aspect simulationist of the rules and/or the capacity of the players to be returned in environment. A good meeting of play can reveal a level of satisfaction reached by its players (e.g.: to finish a combat, to reveal an intrigue, to neutralize the " méchant" …) A bad meeting or incomplete can end in another next meeting.
Everyone (or almost) in the life already made roleplay, at least in its form known as “primary”: in fact, the children in the schoolyard who challenge kind - “One would say that you are the nice one and me the malicious one! ” - makes what one could call a simple form of the roleplay.
One can describe the roleplay like a virtual reality without computer. But one can almost compare it with a history told with the corner of fire if each participant tells his history by it adding to the central screen and if they play without any support (dice…) during the meeting. One can also make the analogy with the theater of improvisation, where a judge gives elements imposed on actors.
There exist two kinds of interactions:
According to the practices of roleplay, each one of these levels can have importance more or less. Certain rolists stick more to the rational play while seeking for example to make progress the statistics of their characters or to solve a enigma, which can be done by completely excluding interpretation from the role. Contrary, the interpretation of the role can be of for other rolists a considerable importance, the emotions of the character being the only center of interest for the participant. Many rolists constantly articulate the two levels to found a kind of dialog between them. The rational play makes it possible for example to build situations interesting to live in roleplay . Contrary, the roleplay can be used to give depth to the character and to make more convincing successes of the play rational.
Holding of the S justify that one plays several parts. Grammatically, the change is not pain-killer:
In this article, we use the “historical” orthography.
See also: Play with roles.
See also: Lexicon of the roleplay
As of the beginning, the practitioners of the roleplay, the rolists , developed a technical jargon containing Franglais, the first plays being available only in the language of Shakespeare. Certain terms, created by groups of friends in clubs, were spread with the favor of conventions and by the specialized newspapers.
See also: Systems of roleplays
All JdR associate a system or driving of play , charged to translate the ideas of the players into actions of the characters and reciprocally, as well as a universe generally different from the real-world and more or less elaborate.
In practice, the system cannot give an account of the totality of the real-world or imaginary. This radical insufficiency is one of the major causes of the expansion of JdR, each one regulating with its way this difficulty by
the avoidance : the play assumes a certain focusing on certain aspects, and adapts the universe consequently. It is the most general strategy, which explains why it is rare to find the same system in several plays. The rules are regarded as interpretative, the paramount good sense of the players remaining even if a certain heroic latitude is admitted (allowing for example athletic performances significantly beyond the world records).
the development : the play assumes some incomplétude, and, following the example software package, it lets the players give him truly body. In practice, that is used more for the part world , or a scenario, with load for the players to stick a system of their choice to it. But several systems however were created with a universal idea, in particular the BASIC Role Playing System of RuneQuest, GURPS (General Universal Role Playing System) which fixes only the " rules physiques" inherent in the system thus leaving a total freedom of interpretation on the choice of the universe of the play (medieval, contemporary, anticipation…), or the system of the series Rolemaster and Spacemaster .
fusion : radical solution and sometimes presented in a very elegant way, it consists in making system the universe: there is nothing in the universe but what the system can translate. That makes it possible to the player to assume his nature of player until in the universe of the play. It is generally the solution for the data-processing plays, it is rarer around the table.
In collaboration with Dave Arneson, regarded as the Co-creator of the roleplay, they published in January 1974 the Dungeons & Dragons , most famous and oldest of the roleplays, proposing to the players to evolve/move in a medieval-fantastic world with the Tolkien by exploring the undergrounds of the disaster Donjon of Blackmoor . They created the concept of roleplay while wanting to make live their soldiers apart from the battle fields.
The thousand artisanal specimens of this first edition found taking quickly. A new edition, improved, was born. Other editors of wargames decided to put themselves at these new handsets, of which some like The Chaosium and Games Designer Workshop will have a durable success.
The topics diversified after being concentrated on the Medieval-fantastic ( Tunnels & Trolls in 1975): initially Metamorphosis Alpha , kind of keep in an immense spaceship which brought only little of innovations, but especially Traveller , first true roleplay of Space operated .
The success of Keeps and Dragons and other roleplays was important: of 1974 with 1982, more than two million and half of specimens of Keeps & Dragons were sold. In 1988, the sales went up to 8 million units for this only play, figures ever reached by the wargames at the origin of the roleplays.
Since, very many plays made their appearance in all the countries. Some approach the majority of the expensive topics to works of fiction such as the Medieval-fantastic , the horror, the Science-fiction, the Cyberpunk. Others are inspired more history or topicality, and some propose strange topics such as the toons , characters of cartoons.
In the same way in France, the emergence of the roleplay in the middle of the Années 1980 must much with the magazine Jeux & Stratégie , which published in 1983 into out of the ordinary the roleplay MEGA , sold in kiosk, and with the editor Folio Junior who marketed '' Livres of which '' '' are to YOU the Hero '' with the format pocket (the editor Gallimard took again their edition to date). If they are not roleplays, they nevertheless constitute a good introduction to its principles. The most known series is certainly Solitary Loup. Folio also published, always in pocket format: Grounds of legend and the black Eye which constitute roleplays with whole share. And which has a strong notoriety in France, still to date. Of course, it does not exceed that of D&D, which always had the preference of the public.
In 1991 Vampire is published: the Masquerade, a play more centered on the characters, their personality and their interpretation by the players. This play introduces the concept of “narrative” approach of the play (one is there for a history, therefore more environment, less jets of dice), and is focused more on the sets of interests between opposite factions and less (here still!) over the progression of power of D&D. This concept gains an lively interest and much rolists are diverted D&D to go on plays which they consider more mature. A revolution was moving and much of plays adopted the same step later.
Knowing that the profile-type of a rolist is a teenager without Revenu fixes, and with little money, and knowing that the rolists of the the Eighties aged, it is today more difficult to find roleplays cheap (except on the Net). Therefore, the target Marketing of JdR unquestionably evolved with time to an older public, and excluding from the blow the first target: i.e. young people.
The requirement in quality for the books for JdR and a Standard for impression for the editors enlarged exponentially progressively years; the cost of the Imprimerie increased during this time. This also has concourru with the fall of the sales of JdRs vis-a-vis a general public accustomed more and more to works of great quality with Illustration S, recognized images of Artiste S and complex photomontages: the book of JdR became either only one book of the rules, but an object of Collection which proudly owes trôner on the racks of a well provided library: there too, the mania Commercial E of the editors to make JdR either in only one book but to divide it into several supplements did not arrange the whole.
The passage of the format “carton” with a pretty illustration color which contained several booklets of rules in black and white with the passage to the format “delivers” single rules was done gradually in the Eighties, with hard-bound covers, a reinforced booklet, the illustration of the cover of face being always present and representative of a play. This evolution shows a desire of reduction of the costs on behalf of the editors but also of price in the French case where VAT is not the same one for a book that for one limps of play. This change marks also end the one time or a play comprised a booklet for the leader of play and another booklet for the players (even a scenario in supplement); what made it possible to make the economy for the players to buy the supplement which is now classically reserved for them in the form of the “Guide of the Player”, “Perfect handbook of the Player”, etc
The rate/rhythm of Translation or publication of the works is important if not essential in success commcercial or not of a range of a roleplay. One considers that JdR “died” commercially, as from the moment or the editor does not make of it any more the follow-up, i.e. that its rate/rhythm of publication is blown or disappears completely. On a general level, the rolists ignore JdR, even do not buy it if they see “that there is no more commercial follow-up” around. Of or a strategic and commercial reinforcement of the large publishers able to support financially JdR today. And the difficulty for a small house of edition of producing new JdR, and of supporting it financially afterwards over a more or less long period.
Therefore Internet takes an increasingly dominating place in the marketing of JdR. The format pdf, standard of the Web and the impression of current books was essential nowadays. It makes it possible to do without the cost of printing works “to even test” a play before buying it in its form paper. Some plays manage “to live again” by this means thanks to subscriptions of Internaute S (example: Evil spells).
Today, the roleplay on table is a ludic leisure which east can be in the process of disappearance but it undoubtedly marked and influenced its time for multiple reasons. Amongst other things, the exit of film of the Seigneur of the Rings coincides with the apogee of the knowledge of the fantastic kind Médiéval . JdR doubtless contributed to the development of the kind. One feeding the other. In the same way, it is much easier to explain the roleplay with the general public , just by quoting its two most known references: the Lord of the Rings and Keeps and Dragons .
1966 : Greg Stafford writes the history of Snodal, prince de Fronéla; it is the beginning of the development of the world of Glorantha which will give rise to RuneQuest
Obviously, this history is not an exhaustive chronology (there are hundreds of rules published to date), but wants to be a panorama of first times, and gives an outline of different the " mondes" (context) of play, and the last basic currents which agitate the roleplay.
The success of the ludic roleplays brought the appearance of other forms of leisure from which certain elements of it are derived, in particular:
They take again certain concepts of the roleplays : The interactivity and the universes developed in the roleplays also gave rise to other products, in particular data-processing, called wrongly roleplays , since the “role” is reduced in fact to the execution of actions already envisaged and only little share to the spirit of improvisation and the play of actor leaves (even if the richness of certain plays makes it possible to give a certain illusion of freedom). However, the possibility of network games (plays multijoueurs) reintroduced this concept of role, since the actions of the other characters are not programmed (they are directed by other players) and that there is a real possibility of dialog.
the Jeu of adventure privileges the scenario, the choices suggested to the player, even if they is often limited compared to a roleplay.
the video game of role , privileges to him the management of the character, his forces and its weaknesses, and fidélise the player by giving him the means of making the character increasingly more powerful.
the Multi-User Dungeon , or MUD : appeared at the beginning of the Years 1980, it is among the first attempts to join together tens, even hundreds of players in the same environment. MUDs are based on the protocol telnet and are accessible to whoever has of a terminal in text mode or an emulator of terminal. The exemption from payment and the accessibility of the code-sources of MUDs made it possible those to quickly develop and evolve/move.
the Online game massively multijouor (or Massive MMORPG for On-line Multiplayer Role-Playing Range ): Appeared at the end of the Years 1990, it is the evolution of the plays on computer, and its adaptation on the fabric. The heritage of MUDs is also with many regards perceptible. Built around persistent universes (the virtual world exists and evolves/moves permanently, independently of the player), it brings back the social dimension which the play on computer had lost, while allowing thousands of players to make coexist their characters.
the teaching roleplay : pedagogs set up this form of play as I lived at the XVIIIe century (CNDP).
That they is by mail, email or forum, it rests on the same principle as the traditional play, except that instead of communicating directly, the players, each one in their turn, describe their written actions. The leader of play starts with a text of launching, then awaits the reaction or the action of each character before continuing the history, by taking account of the interventions of each player and according to the result of their actions. In general, only the leader of play carries out the jets of dice which determine the success (or the failure) of these actions. The leader of play in question is not essential with the good progress of the play.
List of roleplays
Black Box : the small last of the magazines devoted to the roleplays. The publication is two-monthly. As its name lets it suppose, it is published by Black Book Editions (publisher of roleplays, in particular Black Pavillon).
There exists a great number of Fanzine S published by associations of players.
; Disappeared magazines
See also: List of editors of roleplays
There exists a great number of editors of roleplays, of all nationalities.
A certain number of works are inspired of the roleplays, either by taking again universes developed specifically in roleplays, or by putting in scene roleplays in work. These creations are often the fact of people themselves players. There can simply be a common inspiration between works and the universes of play, we will thus limit ourselves here to works having a direct bond with the roleplays.
| Random links: | Yeóryos Papadópoulos | Noventa Vicentina | Whale (corset) | Draba | Autonomous county yi of Ninglang |