About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 75. Chapters: Interactive fiction, Storytelling game, Gamemaster, Player character, Experience point, Character creation, Attribute, Alignment, Character class, Simming, GNS Theory, Player versus player, Health, Statistic, Indie role-playing game, Miniature figure, Psionics, Tank, Campaign setting, Open gaming, Play-by-post role-playing game, Quest, The Big Model, Dice notation, Random encounter, Alternate character, Magic point, Total Party Kill, Role-playing game terms, Character sheet, Hack and slash, Dice pool, Powergaming, Critical hit, Dungeon crawl, Threefold Model, Adventure, Magic system, Metagaming, Computer-assisted gaming, Freeform role-playing game, Rules lawyer, Munchkin, Troupe system, Action point, Bootleg role-playing games, Healer, Nuke, Armor class, Player versus environment, Character point, Splatbook, Plot point, Job class, Spell-caster, Metaplot, Initiative, Playtest, Saving throw, Spike, Min-maxing, Diceless role-playing game, Character editor. 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 can be "text-only." Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is text. 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 game...