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Infinite Horizons is a role-playing game (RPG). As with many
areas in life, RPGs make regular use of various terms and acronyms,
which this rulebook assumes you are familiar with. In case you are not,
here are some introductory definitions. Other terms will be introduced,
defined and acronymed where appropriate.
A role-playing game is a game of imagination, where the only
limits are those you impose on yourself. Almost anything is possible
(some things are just very, very improbable). RPGs require nothing but
paper, pencil, and people (although preparation is important for some
people and may contribute to everyone's enjoyment). Aids, such as
miniatures, maps and costumes, can make things easier to visualize, but
are by no means necessary.
At a minimum, two people are required in order to play, although there
are frequently more. There must be a game master, and at least one
player.
A player is an actual living, breathing, human being who will
create and control a character. Most people begin their role-playing
careers as players, as it is much easier to be a player than a
gamemaster.
A character is an imaginary person (or creature). A character is
not a real person, but they may seem real, if the player does their job
well. Think of the player as being like an actor, and their character
is the role the actor is portraying. There may be a group of characters
called a party.
Players are not characters, and characters are not (necessarily)
players. You may make a character that looks and acts just like you,
but you don't have to. It is often more fun to make a character that is
not at all like you, and then enjoy the challenge of trying to play your
character the way he or she would act, not how you would act.
Remember that your character doesn't know everything that you know, and
vice versa. Knowledge may, and probably will, overlap in some areas,
but just because you know how to ride a horse or make nuclear bombs out
of cotton balls and toilet bowl cleaner, does not mean that your
character does. Of course, even if you don't know how to make nuclear
bombs out of cotton balls and toilet bowl cleaner, your character may.
Keeping player and character knowledge separate is possibly the hardest
aspect of role-playing.
The game master (GM) is the person responsible for creating the
situations that the players will find their characters in. These
situations may be made up by the GM, or they may have been written by
someone else. The GM will have much more knowledge about the
surroundings than the players, and is responsible for describing the
setting and determining what results the actions which the players
select for their characters will have.
Characters controlled by the players are called player characters
(PCs). This is because they are characters controlled by players.
Characters controlled by the GM are called non-player characters
(NPCs), because the GM is not considered a player. NPCs include all
of the incidental characters that the PCs run into during their
adventures, but can also include characters in the party. NPCs are
often not defined as completely as PCs (the GM rarely needs to know in
advance the complete character history of each shopkeeper, for
instance).
Another important aspect of an RPG is the setting. The setting
is the location where your game takes place. It may be very general
(e.g. interstellar space), or it may be very specific (e.g. Wall
Street).
As mentioned in the foreword, there will be supplements available for
playing Infinite Horizons in different settings. These supplements will
add some new setting-specific rules, but will mostly provide new
character races, equipment, and skills to add to the existing
appendices.
It is possible to play with just the information available in this book,
but this consists of only the bare essentials, and the options available
to you will be limited. Your enjoyment will be enhanced by adding the
supplement (or supplements) you are interested in and using the rules
contained therein.
A gathering of players and a GM for the purpose of playing an RPG is
called a role-playing session. Sessions often last for several
hours.
Often, a group of players and their GM will use the same set of
characters in the same setting for several sessions in a row, for the
purposes of achieving some goal or mission which is too time-consuming
to complete in a single session. This is called a campaign.
Campaigns can last just a few sessions, or can continue over years of
both real- and game-time.
A campaign can take many forms. Most involve some sort of story in
which the players participate as the main characters. (The characters
might only be living a small part of some world-changing event, but in
this part of the story, they will probably still be the main
characters.) The GM plays the role of the story teller, much like an
author writing a novel. However, the characters of this particular
novel have minds of their own, and the story may not end up anywhere
near where it was originally intended to go.
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