Role-playing Geofiction Games
Geofiction in Role-Playing Games
Gaming has come a long way as a hobby since the early days of pen-and-paper RPGs, but even though we are in the 21st century, tabletop pen-and-paper gaming is still very much alive. In some ways, it is even better than before. Geofiction is one reason why role-playing games will continue to thrive well into the future.
From Dungeons and Dragons to GURPS, geofiction-based gaming has become a vibrant and profitable part of the gaming industry, with its own expansive community and extensive network of conferences, gaming sessions, and resources. This article will talk about how geofiction plays a role in RPGs and can be an important part of your game-related hobby.
What Geofiction Offers
The heart and soul of a tabletop RPG is creation. Unlike with a video game, there are no pre-created characters who are programmed and designed to act, be, and look a certain way. Therefore, everything - even the very ground your character walks on - must be crafted from one's imagination. Geofiction is the vehicle by which an RPG can be brought alive.
It is difficult to have a great gaming session without solid geofiction work. There have been countless D&D and Warhammer sessions that have failed solely due to a lack of an immersive and creative environment. This, of course, is the primary thing geofiction offers: an engaging world that enables high levels of creativity and fun for role-playing gamers.
Geofiction in D&D and GURPS
Two of the best examples of geofiction in hobbyist gaming can be found in the classics: Dungeons and Dragons and the Generic Universal Role-Playing System, or GURPS.
Dungeons and Dragons is an example of a game that features set rules and guidelines ,but leaves much of the gameplay up to the gamemaster (GM). The GM, or dungeon master if there is a separate person for the job, is responsible for creating the combat and RPing environment for the players, who could be faced with nothing but an empty table at the beginning of the game. Whether it is a simple line drawing on a poster board, or a detailed and artistic campaign setting, the environment laid down is the basic foundation for a D&D campaign.
GURPS is an even better example because as its name suggestions, it is a generic system that hinges on the player's ability to create. One thing that sets this type of game apart from the others is the ability to use real-world objects, ideas, and themes and realistically incorporate them into what otherwise is usually a fantasy or science-fiction environment. In that manner, a geofictioner can create a world that is still grounded in reality, yet fantastic enough to offer an engaging and unique environment.
Together, GURPS and D&D have allowed geofiction to become highly popular, and have also benefited from the growth of this hobby, to the point where both complement each other and provide a lot of fun for players everywhere.