Tabletop role-playing game

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A tabletop role-playing game, pen-and-paper role-playing game, or table-talk role-playing game is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participants determine the actions of their characters based on their characterization,[1] and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.[2]

Unlike other types of role-playing game, tabletop RPGs are often conducted like radio drama: only the spoken component of a role is acted. This acting is not always literal, and players do not always speak exclusively in-character. Instead, players act out their role by deciding and describing what actions their characters will take within the rules of the game.[3] In most games, a specially designated player called the game master (GM) also known as DM (dungeon master) creates a setting in which each player plays the role of a single character. The GM describes the game world and its inhabitants; the other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.[2]

The terms pen-and-paper and tabletop are generally only used to distinguish this format of RPG from other formats, since neither pen and paper nor a table are strictly necessary.[2]


Role players at the Convention Burg-Con in Berlin 2009

Most games follow the pattern established by the first published role-playing game, Dungeons & Dragons. Participants usually conduct the game as a small social gathering. One participant, called the Dungeon Master (DM) in Dungeons and Dragons, more commonly called the Game Master or GM, purchases or prepares a set of rules and a fictional setting in which players can act out the roles of their characters. This setting includes challenges for the player characters to overcome through play, such as traps to be avoided or adversaries to be fought. The full details of the setting are kept secret, but some broad details of the game world are usually given to the players. Games can be played in one session of a few hours, or across many sessions depending on the depth and complexity of the setting.[citation needed]

The players each create characters whose roles they will play in the game. As well as fleshing out the character's personal history and background, they assign numerical statistics to the character; these will be used later to determine the outcome of events in the game. Together, these notes tell the player about their character and his or her place in the game world.[2]

The GM then begins the game by introducing and describing the setting and the characters. The players describe their characters' actions, and the GM responds by describing the outcome of those actions. Usually, these outcomes are determined by the setting and the GM's common sense; most actions are straightforward and immediately successful.[2] For example, if a player has their character look around a room, the GM will describe the room; if they have their player leave, the GM will describe whatever they encounter outside the room.[citation needed]

Role players in a private game session

The outcomes of some actions are determined by the rules of the game. For example, while looking around the room, a character may or may not notice an important object or secret doorway, depending on the character's powers of perception. This usually involves rolling dice, and comparing the number rolled to their character's statistics to see whether the action was successful. Typically, the higher the character's score in a particular attribute, the higher their probability of success. Combat is resolved in a similar manner, depending on the character's combat skills and physical attributes. In some game systems, characters can increase their attribute scores during the course of the game (or over multiple games) as the result of experience gained. There are alternate game systems which are diceless, or use alternate forms of randomization, such as the non-numerical dice of Fudge or a Jenga tower.[4]

Games are of indefinite length, from a single brief session (usually completed in a few hours) to a series of repeated sessions that may continue for years with an evolving cast of players and characters. Play is often episodic and mission-centric, with a series of challenges culminating in a final puzzle or enemy that must be overcome. Multiple missions played with the same characters may be related to each other in a plot arc of escalating challenges. The exact tone, structure, pace and end (if any) vary from game to game depending on the needs and preferences of the players.[citation needed]



Dungeons & Dragons, developed in 1974 by Dave Arneson and E. Gary Gygax and published by Gygax's company, TSR, was the first commercially available role-playing game. TSR marketed the game as a niche product. Gygax expected to sell about 50,000 copies total to a strictly hobbyist market.[7] After establishing itself in boutique stores, it developed a strong, lasting fan base.

Another early game was Traveller, designed by Marc Miller and first published in 1977 by Game Designer's Workshop. This was originally intended to be a system for playing generic space-opera-themed science-fiction adventures (in the same sense that Dungeons & Dragons was a system for generic fantasy adventures), but an optional setting called "the Third Imperium" that was detailed in subsequent supplements became strongly identified with the game. The changes in this setting over time, especially those involving "the Fifth Frontier War" as depicted in the Journal of the Travellers Aid Society, arguably constitute the first use of metaplot in a role-playing game.[citation needed] At the same time, games using the fictional worlds of Star Trek, DC Heroes, the Marvel Universe or The Lord of the Rings expanded the range of possibilities for tabletop gaming.

Dungeons & Dragons was a subject of controversy in the 1980s when opponents such as Patricia Pulling claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims.[8] Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.[9] Though role-playing has been generally accepted in society,[10] the subject retains a level of controversy among some religious organizations.[11][12] This belief or attitude is by no means universal among religious organizations; there are faith-based role-playing games on the market[13] and religious role-players who disagree that these games are morally corrupt or occult in nature.[14]


Games such as GURPS and Champions also served to introduce game balance between player characters; later, Vampire: The Masquerade and similar games served to emphasize storytelling, plot and character development over rules and combat.

Competition from role-playing video games and collectible card games led to a decline in the tabletop role-playing game industry. The financially troubled market leader TSR, Inc., which had suffered financial setbacks from overproduction, was eventually purchased by Wizards of the Coast.[16] To better cope with the economics of role-playing games, they introduced a new regime of open gaming, allowing other companies to publish D&D-compatible supplements. Meanwhile, self-defined "Indie role-playing" communities arose on the internet, studying role-playing and developing several forms of role-playing game theory such as GNS theory, and critical reflection on role-playing games has become popular in Scandinavia leading even to a yearly academic conference.[citation needed]


Game systems[edit]

Role-players at a small convention


Most role-playing games require the participation of a gamemaster (GM), who creates a setting for the game session, portrays most of its inhabitants, known as non-player characters (NPCs) and acts as the moderator and rules arbitrator for the players. The rest of the participants create and play inhabitants of the game setting, known as player characters (PCs). The player characters collectively are known as a "party".[citation needed]




Most systems are tied to the setting of the game they feature in. However, some universal role-playing game systems can be adapted to any genre. Basic Role-Playing (1980) was the first of these, adapted from the fantasy RPG RuneQuest. The following year Champions was published; it was accompanied by a number of sourcebooks w (collectively called the Hero System) allowing play in a wide range of genres. The d20 system, based on the third edition of Dungeons & Dragons, was used in many modern or science fiction game settings such as Spycraft and the Star Wars Roleplaying Game.





Skills are abilities that only some characters possess, such as negotiation, horseback riding, and marksmanship. Game systems often define skills that are genre-appropriate. For example, fantasy settings generally include magic skills, while science-fiction settings may contain spaceship piloting skills. However, some skills are found in several genres: a medieval rogue and a Wild West outlaw may both be very proficient at throwing knives, and a skill labeled "diplomacy" may benefit ancient Greek patricians or industrial tycoons of the 19th century equally well.[citation needed]


Character creation[edit]

Main article: Character creation


Game statistics are not a substitute for a character concept. For example, one Wild West gunfighter may become a quick drawing revolver marksman, whereas another with similar game statistics could be a mounted rifle expert.[citation needed] Many systems take this into account, requiring statistics to be described, such as Dogs in the Vineyard's Traits and Possessions.



Character point-based systems, such as Hero System, allow complete freedom of concept. The downside is that, in many cases, character creation is much more complex, making the GM spend a lot more time examining and approving each character concept.[citation needed]


Campaign settings[edit]

Main article: Campaign setting

Each game has a setting in which adventures and campaigns can take place. Usually a campaign setting is designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons) or a specific genre of game (such as Medieval fantasy, World War II, or outer space/science fiction adventure). There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own.[citation needed]




The range of genres represented by published settings is vast, and includes nearly all genres of fiction. While role-playing's roots began in fantasy, science fiction has been used in settings such as Traveller, horror formed the baseline of the World of Darkness and Call of Cthulhu while Spycraft was based in modern-day spy thriller-oriented settings. The comic book and superhero genres have been utilized for games such as Mutants and Masterminds.[citation needed]

A number of campaign settings have fused multiple genres into a single game[citation needed]. Shadowrun combined fantasy with Cyberpunk, Castle Falkenstein drew on fantasy and Steampunk elements, and Torg mashed up fantasy, science fiction, pulp and horror elements while Feng Shui combined Chinese historical fantasy with Kung Fu action tropes and dystopian science fiction. In GURPS Infinite Worlds, the characters play "Infinity Patrol" agents who travel to alternate worlds, some if which include fantasy or steampunk as well as science fiction elements.



Market research conducted at Wizards of the Coast in 1999-2000 indicated that more than 1.5 million people played D&D on a monthly basis, and about 2 million people played all tabletop RPGs combined on a monthly basis. The success of the 3rd Edition of Dungeons & Dragons likely resulted in an increase in those totals.[citation needed] These figures for play are substantially larger than the figures for sales. In 2006, non-Dungeons & Dragons tabletop RPGs in the upper echelons of sales typically generated between five and ten thousand unit sales. Most commercially published RPGs are small press products, having less than a thousand units sold.[citation needed] The technology of print on demand is strongly used in RPGs, since it reduces run costs for the typical small print runs.

Business models[edit]





Indie publishers[edit]

Indie games are produced by a self-identified independent games community, or individuals who identify with that community. Generally they are self-published or published by a collective group of small publishers. The indie role-playing game community often produces games with signature and idiosyncratic character. Some indie publishers often eschew the three-tier distribution model and sell directly online and at conventions, or directly to stores, but many do use distribution services. The line between "indie" publishers and "mainstream" publishers is hazy at best. Varying definitions require that commercial, design, or conceptual elements of the game stay under the control of the creator, or that the game should just be produced outside of a corporate environment, or be distributed without dependence on the industry's three-tier retail structure.


Homebrew games are game systems designed by amateurs, most often for use by one gaming group. The term refers to a group's GM making or 'brewing' his or her unique set of rules to fit the campaign setting, or to appeal to the specific interests of the players. The term 'Homebrew' can describe anything from customizing an existing commercial product (by adding or changing a few minor rules), to creating an entire standalone system. Most long-running campaigns will eventually develop into a homebrew state, as "in house" rules, misunderstandings or selective application of rule-system accumulates. A few homebrewed games are designed to be redistributed and modified by the use of open content licenses, such as the Yags, and WikiRPS systems. The decision to license the game under permissible conditions allows the cultivation of homebrew communities, similar to the ones found with popular open source projects.

See also[edit]


  1. ^ Kim, John. "What is a Role-Playing Game?". Retrieved 2008-09-09. 
  2. ^ a b c d e Kim, John. ""Narrative" or "Tabletop" RPGs". Retrieved 2008-09-09. 
  3. ^ Cover, Jennifer Grouling (2010). The Creation of Narrative in Tabletop Role-Playing Games. McFarland & Company. p. 6. ISBN 978-0-7864-4451-9. As suggested by the name, TRPGs are played face-to-face (around a table, most likely), and involve players 'acting out' a role. This acting is not always literal. Players do not arrive in costume or speak exclusively in-character — something that differentiates TRPGs from live-action role-playing games (LARPs). Instead, players develop characters based on certain rules and are responsible for deciding what those characters do over the course of the game. 
  4. ^
  5. ^ Rilstone, Andrew (1994). "Role-Playing Games: An Overview". RPGnet. Retrieved 2006-09-01. 
  6. ^ "Where we've been and where we're going". : "Generation 1" games
  7. ^ Sacco, Ciro Alessandro (2004-03-04). "The Ultimate Interview with Gary Gygax". Atlas of Adventure. Archived from the original on 2004-05-30. 
  8. ^ The Attacks on Roleplaying Games - originally from the Skeptical Inquirer
  9. ^ An educator's opinion of role-playing games
  10. ^ Christian Gamers Guild explaining that one may be Christian and a role-player at the same time
  12. ^ "Games: Fantasy or Reality?", The Watchman Expositor (Watchman Fellowship ministry) 15 (6), 1998  - article denouncing role-playing games as cult activity
  13. ^ "Holy Lands", a Christian role-playing game
  14. ^ "Confessions of a D&D Addict", an article refuting RPG's occult nature
  15. ^ TSR, Inc. v. Mayfair Games, Inc., No. 91 C 0417 (1993).
  16. ^ Wizards of the Coast to acquire TSR, Ken Tidwell April 10, 1997
  17. ^ WotC buyout by Hasbro at

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