About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 80. Chapters: Interactive fiction, Storytelling game, Gamemaster, Player character, Shared universe, Experience point, Character creation, Attribute, Alignment, Character class, Simming, GNS Theory, Player versus player, Health, Miniature figure, Statistic, Indie role-playing game, Psionics, Campaign setting, Open gaming, Play-by-post role-playing game, Tank, Quest, The Big Model, Non-player character, Dice notation, Magic point, Random encounter, Alternative character, Total Party Kill, Buff, Character sheet, Hack and slash, Dice pool, Powergaming, Munchkin, Dungeon crawl, Critical hit, Threefold Model, Adventure, Magic system, Metagaming, Freeform role-playing game, Rules lawyer, Troupe system, Action point, Healer, Computer-assisted gaming, Bootleg role-playing games, Optimization, Armor class, Nuke, Game time card, Character point, Splatbook, Player versus environment, Plot point, Spell-caster, Metaplot, Initiative, Saving throw, Playtest, Spike, Diceless role-playing game, Character editor, Min-maxing, Power creep. Excerpt: Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the term refers to text adventures, a type of adventure game where the entire interface is "text-only." It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre at all, from the more traditional focus on puzzles. More expansive definitions of interactive fiction may refer to all adventure games, including wholly graphical adventures such as Myst. As a commercial product, interactive fiction reached its peak in popularity from 1979-1986, as a domi...