Roleplaying

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Gameplay where players take on the goals and behaviors of fictional agents.

This pattern is a still a stub.

For a detailed analysis of early roleplaying habits, see the book Shared Fantasy[1].

See the category of Roleplaying Games on this wiki for additional examples.

Examples

Dungeons & Dragons GURPS Basic Roleplaying Storytelling System Mutant Europa Universalis series Fallen Reich Call of Cthulhu

Unwinnable Games (← links) Drop-In/Drop-Out (← links) Betrayal (← links) Dedicated Game Facilitators (← links) Agents (← links) Avatars (← links) Gameplay Statistics (← links) Non-Player Characters (← links) Characters (← links) Freedom of Choice (← links) Dungeons & Dragons (← links) GURPS (← links) Multiplayer Games (← links) Character Defining Actions (← links) Enforced Agent Behavior (← links) Extra-Game Consequences (← links) Internal Conflicts (← links) Internal Rivalry (← links) Single-Player Games (← links) Call of Cthulhu (← links) Shadow Run (video game) (← links) Category:Roleplaying Games (← links) Self-Facilitated Games (← links) Evolving Rule Sets (← links) Sleep is Death (← links) Game Masters (← links) Paranoia (← links) Category:Tabletop Roleplaying Games (← links) Category:Computer-based Roleplaying Games (← links) Live Action Roleplaying (← links) Category:Live Action Roleplaying Games (← links) Persistent Game Worlds (← links) Massively Multiplayer Online Games (← links) Ars Magica

While in disguise, spies in Team Fortress Classic need to move as part of the other team in order to avoid detection. This forces the players to enact a type of roleplaying using only movement and facing (since they cannot shoot or talk to members in the enemy team).

Using the pattern

Internal Rivalry

Enforced Agent Behavior

Character Defining Actions

An alternative way of achieving Roleplaying in games with Teams is through the use of Betrayal. This since a player is Roleplaying when pretending to have other intentions than he or she in fact has. The same effect can be achieved through having Infiltrate goals (and can be said to work for Single-Player Games), as for example through the spy class in Team Fortress Classic.

Secret Goals in any Multiplayer Game can serve a similar purpose but does not have to be as easily noticeable by other since players are not force to pretend to have any specific goals.

In Roleplaying games, Internal Conflicts exist on many levels: within a player, within the player group, and between Game Masters and the players.

A special case of the Internal Conflicts that a player can have is that between him or her and the Character being played.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Multiplayer Games

Social Interaction

Relations

Can Instantiate

Can Modulate

with Multiplayer Games

Social Interaction

Can Be Instantiated By

Betrayal

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Fine, G.A. (2002) Shared Fantasy - Role-Playing Games as Social Worlds.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.