Legion URPG Introduction
What is an RPG? “Imagination is more important the knowledge.” --Albert Einstein. 1.1> What is an RPG? .P.G. stands for role playing game. An RPG is a game where a player or group of players assume the role of Characters and adventure or “live” a life of that character in a reality other than our own. Using aides such as this Rules and Guidelines manual, Character Sheets, pencils and paper, and dice; the players and game master create a story, a world of living breathing characters and situations. It is a combined social even where imagination rules the roost, there is a suspension of disbelief, and anything is possible. For the purposes of this text and game, an RPG is a game where there is no single “winner” or “loser”. There is no simple objective, or even a defined duration of play. A tabletop RPG is made to be somewhat non-linear and open-ended, allowing for infinite ideas and boundaries to be pushed. Its socially collaborative effort where a group of people get together to reduce stress, have fun, cooperate, escape reality for a bit, and even create an ongoing fluid story. Anywhere from 2+ people may participate, as one player assumes the role of a game master. The game master is the final arbiter of decisions and overall “director” of the game and its world. Every player has the option of playing as a character, portraying them as they wish: from verbally describing what they say and do , to acting out their mannerisms, accents, etc. You are your character when you play and decide all actions, speech, feelings, and thoughts. The game master (GM) is responsible for all other characters, props, locations, etc. of the world around the Player Characters (PCs). They need to be able to describe the 5 senses, moderate all combat, and arbitrate all of the rules and physics of the game world while being fair to everyone. Think of it as a high-end novel or big budget movie, without the entire expensive special effects departments, writers, and producers or writers block. With the exception of Modules (pre-written adventures) nothing is scripted, there really is no right or wrong way to play, or even a right or wrong conclusion. You make the Reality! Most RPG stories have a longevity built into them. With the right game master and players, stories have been known to continue for months or even years, turning into epics in their own right. RPGs are usually minimalist in cost, as rule books are a one-time cost, character sheets can be copied, and most people share dice. Outside of these costs, there is very little upkeep necessary. In closing, an RPG is what you and your fellow players make it to be. Nothing is set in stone, there are no scripts, and no FX team will ever match or beat your imagination, let alone a collective conscious imagination.
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Playing RPGs
"I can't help making up things. If I didn't, I don't believe I could live. I'm sure I couldn't live here." — Frances Hodgson Burnett To be fair, lets take a quick look at the separation between role-playing and roll playing. These can be classified and debated by everyone, and of course there are pros and cons to both camps. >Roll Playing: We won’t pick on any one game or group of players for this, but quite a lot of older RPGs prefer to mandate or have to roll for EVERYTHING. Sickness rolls and social rolls are by far the most suspect. For a social-type of game, that RPGs are, it doesn’t make much sense to have to roll for something that can naturally be role played out. Situations, like picking someone up at a bar, could just as easily be represented by acting portions of the scene out. Full Live Action RP is not necessary, but acting out part of that scene may be fun. There have been other GMs in other games to have their players, who are “Dungeon Dwelling”, to roll every single minute to se if they caught a cold or flu, etc. This may or may not be warranted, but surely seems overkill at times. They are also called Rules Lawyers as they will go “by the Book” for everything. In most RPGs there can never be a table or roll set established for every single situation. Debates and fights can break out when the GM decides to supercede the book, but the player knows the book inside and out and will argue, this is not fun, and should never be part of a gaming session. >Role Playing: Also known to a lesser degree as Free Form or even just standard gaming. This form can be taken to an extreme too, as well as not involving any rolls at all. Whether it is deemed as LARP (Live Action Role Playing) where everything is (safely) acted out, or something else; the stickiest problem inherent to this type of gaming would tend to lean toward the adjudication and mediation. Everything has to be fairly taken into view and consideration… otherwise you just end up with a “cops-and-robbers” effect of “I’m-not-dead/yes-you-are” debate. These squabbles again, shouldn’t be part of the entertainment. By all means, most small tasks and disputes by a character may require no task roll at all. Using the above example of a bar scene, a good medium should be mostly acting the scene out between characters, with manipulation rolls and such for credibility and suspension of disbelief. In summary a good balance between the two camps will works for most gaming troupes. The Judge and players determine the Ultimate design of what works and what don’t together. Of course, play styles will differ from troupe to troupe. RPGs typically have a disclaimer that they are merely guidelines and not strict representations of rules. Most of them may be adjusted to an almost infinite comfort zone. Legion is no exception. Legion is built around customization and entertainment. This game promotes a little more than most, by offering Personality traits or quirks that players may use to add more color to their characters, making them a little more real and vulnerable and believable and still fun to play.
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Universal RPGs...a benefit?!
Most RPGs, tabletop or otherwise, are built upon a preexisting story or world. These are broken up into genres ranging from Fantasy, Horror, Sci-fi, Superhero, and more. Some are based on licensed products that we all know and love, while others are wholly original works that gain a cult following. Universal RPGs (like Legion), have no base storyline or world, or even genre. They may be adapted to include any storyline, world, genre, and/or characters that the players see fit. They are usually very simple to play and get into, but differ drastically from other products on the shelf by virtue of their “generic ness”. The question of which is a better type of game is really of no real concern, as again, it comes down to the amount of time and effort that a troupe decides to add to the experience. Benefits of non-universal games include the majority of the setting and genre already pre-scripted and set into place. Just add your own characters and drop them into a prefabricated storyline or create one within that scope. The end result is the same as players and GM fashion their own adventures together, creating living breathing characters and storylines. Other benefits include that weapons, gear, vehicles, etc. are genre specific and take much of the guesswork out of the equation. This doesn’t mean that groups won’t modify the rules or anything else to their whim. That usually happens sooner or later. Cons include that fact that one flavor won’t always appease all. Some games are more popular by others, even by region and accessibility. Universal games take a little more effort from all involved, but the payoff can be much better. It can be debated that universal games are more inclusive of a collective experience than specific RPGs. But with universal games you may take what you want and leave the rest. Maybe you have never seen or played a game based on your favorite movie or cartoon, or would just like the freedom to be able to do so. Plug in the info here and there, and you have just made the game with any and all characters. Settings, gear, weapons, skills, vehicles, etc. that you wish to include from that source! Universal RPGs allow for just as much, if not more, modifications and customization than standard RPGs. You and your troupe decide how detailed you wish the game and setting to be. The only real downfall of Universal games is that they can be generic. For the record, while Legion is a Universal RPG, it does have a slight background and back-story that is flexible enough to use, plus it will include expansions and plug-ins. One of those is included with this book, it is called End of Days.
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