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mechanics and role-playing
Although newer systems have updated game mechanics significantly, the ideas presented in Bunnies & Burrows created the framework for modern role-playing games.
It is used as the underlying mechanics of other Hero Games role-playing games such as Dark Champions, Fantasy Hero, Star Hero, and Pulp Hero.
Role-playing games also include single-player offline role-playing video games in which players control a character or team who undertake quests, and may include capabilities that advance using statistical mechanics.
Some authors divide digital role-playing games into two intertwined groups: single player games using RPG-style mechanics, and multiplayer games incorporating social interaction.
Single player role-playing video games form a loosely defined genre of computer and console games with origins in role-playing games such as Dungeons & Dragons, on which they base much of their terminology, settings, and game mechanics.
* D6 System, a system of game mechanics for role-playing games
The game mechanics were based directly on those used in the tabletop role-playing games Tunnels and Trolls and Mercenaries, Spies and Private Eyes created by Wasteland developers Ken St. Andre and Michael Stackpole.
Though it is often not considered part of the genre since it lacked key RPG mechanics such as experience points, it had many features in common with RPGs and served as the template for the action role-playing game genre.
He also created the role-playing game Mercenaries, Spies and Private Eyes, which provided the game mechanics for Wasteland, and wrote several solo adventures for the Tunnels & Trolls role-playing system, including " Dargon's Dungeon ", " Overkill ", " City of Terrors " and " Sewers of Oblivion ".
* Generic role-playing game system, a framework that provides rule mechanics for any setting — world or environment or genre
Many role playing games have origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics.
Role-playing video games use much of the same terminology, settings and game mechanics as early pen-and-paper role-playing games such as Dungeons & Dragons.
Role-playing video games often simulate die-rolling mechanics from non-electronic role-playing games, to determine success or failure.
The game combines gameplay mechanics from multiple game genres, including stealth, role-playing video game and first-person shooter.
Although most games in the series are turn-based, the Majin Tensei games and Devil Survivor feature tactical role-playing game game mechanics, while the Devil Summoner games feature real-time action role-playing game combat.
* Crunch ( games ), role-playing game mechanics
It is the sequel to Dark Cloud, and features similar action role-playing and city-building game mechanics.
Istaria uses the race / class / level paradigm common to many role-playing games, as well as similar mechanics as other massively multiplayer online games.
The d20 System is a system of game mechanics for role-playing games published in 2000 by Wizards of the Coast and based on the third edition of Dungeons & Dragons.
The game intended to adapt the rules and mechanics of the popular table-top role-playing game, Dungeons & Dragons, but suffered from a poor interface and awkward camera controls.
Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.

mechanics and game
Although many board games have a jargon all their own, there is a generalized terminology to describe concepts applicable to basic game mechanics and attributes common to nearly all board games.
As Probe Entertainment was in charge of the home conversions, Taito sent them a Bubble Bobble arcade PCB so they could play the original game and reproduce its mechanics.
Each book has over 500 pages, and summarizes much of what FASA published — not only the game mechanics, but also the setting, narrations, and stories.
The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions.
Both of those systems, not coincidentally, use game mechanics inspired by D & D, giving Gamma World characters six ability scores, and measuring character development through increases in character class level.
This version of the game abandoned the 3rd edition's Action Control Table for mechanics resembling 2nd Edition Advanced Dungeons & Dragons.
Game mechanics are not restricted by the theme, however — unlike a simulation game, the theme of a German game is often merely mnemonic.
It is somewhat common for a game to be designed with one theme and published with another, or for the same game to be given a significantly different theme for a later republication, or for two games on wildly different themes to have very similar mechanics.
Some of the mechanics, like hidden scoring or scoring at the end of the game, are also designed around this avoidance of player elimination.
While there have been many variations in overall focus, gameplay and features in MUDs, some distinct sub-groups have formed that can be used to help categorize different game mechanics, game genres and non-game uses.
In 2005, White Wolf released a new game marketed under the same name ( Mage ) for the new World of Darkness series, Mage: The Awakening, with some of the same game mechanics but with substantially different premises and setting.
In order to understand the metaphysics of the Mage setting, it is important to remember that many of the terms used to describe magic and Magi e. g., Avatar, Quintessence, the Umbra, and Paradox, Resonance, as well as the game mechanics a player uses to describe the areas of magic in which his character is proficient — the Spheres, look, mean, and are understood very differently depending on the paradigm of the Mage in question, even though they are often, in the texts of the game, described from particular paradigmatic points-of-view.
One of Mage's highlights is its system for describing magic, based on spheres, a relatively open-ended ' toolkit ' approach to using game mechanics to define the bounds of a given character's magical ability.
Due to game mechanics, it is simpler to travel forward in time than backwards.
Ultimately the Doom-like mechanics were implemented and many of the dark fantasy design elements were incorporated into the graphics and visual effects of the game.
Games that emphasize plot and character interaction over game mechanics and combat sometimes prefer the name storytelling game.

mechanics and system
Pendragon ( acquired in 1998 by Green Knight Publishing, and 2005 by White Wolf ), while related, has sufficiently different mechanics that it can be seen as a separate system.
Due to the smallness of Planck's constant it is practically impossible to realize experiments that directly reveal the wave nature of any system bigger than a few atoms but, in general, quantum mechanics considers all matter as possessing both particle and wave behaviors.
Continuum mechanics deals with physical properties of solids and fluids which are independent of any particular coordinate system in which they are observed.
The concept of a dynamical system has its origins in Newtonian mechanics.
This is the basis of the modern microscopic interpretation of entropy in statistical mechanics, where entropy is defined as the amount of additional information needed to specify the exact physical state of a system, given its thermodynamic specification.
In statistical mechanics, entropy is a measure of the number of ways in which a system may be arranged, often taken to be a measure of " disorder " ( the higher the entropy, the higher the disorder ).
Statistical mechanics demonstrates that entropy is governed by probability, thus allowing for a decrease in disorder even in a closed system.
In basic physics and statistical mechanics it may be more interesting to study the internal properties of the system and therefore the internal energy is used.
Therefore, the change in enthalpy can be devised or represented without the need for compressive or expansive mechanics ; for a simple system, with a constant number of particles, the difference in enthalpy is the maximum amount of thermal energy derivable from a thermodynamic process in which the pressure is held constant.
According to the understanding of quantum mechanics known as the Copenhagen interpretation, measurement causes an instantaneous collapse of the wave function describing the quantum system into an eigenstate of the observable state that was measured.
According to the Copenhagen interpretation of quantum mechanics, the quantum state of the system collapses into state I.
As in Newtonian mechanics, no system consisting of more than two particles can be solved with an exact analytical mathematical approach ( see 3-body problem ) and helium is no exception.
This is a direct effect of quantum mechanics: specifically, the zero point energy of the system is too high to allow freezing.
In classical mechanics, a harmonic oscillator is a system that, when displaced from its equilibrium position, experiences a restoring force, F, proportional to the displacement, x:
The hydrogen atom has special significance in quantum mechanics and quantum field theory as a simple two-body problem physical system which has yielded many simple analytical solutions in closed-form.
In quantum mechanics, the Hamiltonian is the operator corresponding to the total energy of the system.
By analogy with classical mechanics, the Hamiltonian is commonly expressed as the sum of operators corresponding to the kinetic and potential energies of a system, in the form
The system of study of mechanics is shown in the table below:
** In statistical mechanics Ω refers to the multiplicity ( number of microstates ) in a system.
* Quantum mechanics: In quantum mechanics, which deals with the behavior of very small objects, it is not possible to observe a system without changing the system, and the " observer " must be considered part of the system being observed.

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