Tham khảo Trò_chơi_nhập_vai

  1. Adams, Rollings 2003, p. 347
  2. Cover, Jennifer Grouling (2010). The Creation of Narrative in Tabletop Role-Playing Games. McFarland & Company. tr. 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. 
  3. (Tychsen 2006:76) "The variety of role playing games makes it inherently challenging to provide a common definition. However, all forms of role playing games – be they PnP RPGs, CRPGs, MMORPGs or LARPS - share a group of characteristics, which makes them identifiable from other types of games: storytelling with rules, control of fictional characters, a fictitious reality, usually the presence of a game master (or game engine), and at least one player."
  4. (Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend")"
  5. Kim, John. “"Narrative" or "Tabletop" RPGs”. Truy cập ngày 9 tháng 9 năm 2008. 
  6. (Tychsen 2006:75) "PnP RPGs are an example of interactive narratives. The rules and fictional worlds that form the basis for these games function as a vessel for collaborative, interactive storytelling. This is possibly the most important feature of PnP RPGs, and one that CRPGs have yet to reproduce."
  7. Crawford, Chris (2003). Chris Crawford on Game Design. New Riders Publishing. tr. 163. ISBN 978-0131460997. In some ways, the emphasis on character development has impeded progress in storytelling with RPGs. The central premise of these [computer RPGs] is that the player steadily builds his abilities by acquiring wealth, tools, weapons, and experience. This emphasis on character development tends to work against the needs of dramatic development - dramatic twists and turns clash with the prevailing tone of steady development. Fortunately, this impediment is not fundamental to the RPG genre; it is a cultural expectation rather than an architectural necessity. 
  8. (Heliö 2004) "In the family of role-playing games there are also a whole bunch of other game types and game-like activities that can be included or excluded, like the collectible card games (such as Magic: The Gathering) and board and strategy games (like Warhammer 40.000), or different forms of theatrical and larp-like combinations, such as fate-play. The action of role-playing is usually somehow present in these game forms, but the focus can be more either in the competitive nature of the game (MtG, Warhammer), or in the immersive performance (as in fate-play), than in role-playing itself."
  9. (Tychsen et al. 2005:215-216) "The areas for which a GM can be responsible, regardless of the game platform (PnP RPG, LARP, CRPG or MMOG), vary not only internally in games from each platform but also across platforms. A GM in a MMOG generally has different responsibilities than a GM in a PnP RPG. These differences can be related to a limited number of variables, such as the media of expression. The full range of possible responsibilities of GMs can be subdivided into the following five categories, which also cover the functions of automated storytelling engines: [Narrative flow, Rules, Engagement, Environment, Virtual world:]"
  10. (Tychsen et al. 2006:255) "In a computer RPG, the role of the GM is taken on (with varying degrees of success) by software."
  11. (Tychsen et al. 2005:218) "CRPGs can be separated into... those few who have incorporated a GM toolkit instead of a fully automated storytelling engine.... In PnP RPGs and LARPs all lines of normal human communication are available: Speech, Emotion and Body Language (Figure 3). In CRPGs and MMOGs, they become narrowed down due to technical limitations, albeit with the added feature of Scripting as a means of communications. Additionally, contemporary game engines do not allow for on-the-fly updating of the game world and generation of new content in reaction to the actions of the player-controlled avatars (or characters in PnP RPG terminology)."