Respected topic owner, firstly I would like to thank you for giving us this opportunity to express our feeling on this topic.
On this auspicious day, I would like to discuss about the concept of RP. RP stands for Role Play. Firstly I would like to discuss about it's origin and then about its advantages.
It is said that Role play concept in games came from.
Role-playing games are substantially different from competitive games such as ball gamesand card games. This has led to confusion among some non-players about the nature of fantasy gaming. The game Dungeons and Dragons was a subject of controversy in the 1980s when well-publicized opponents claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims. Some educators support role-playing games as a healthy way to hone reading and arithmetic skills. Though role playing has been accepted by some, a few religious organizations continue to object.
Role play was a profitable market to invest in and people happy did the deed, these new type of genre was appreciated by many and slowly the playerbase of these games rose, the rise was steady and quite noticeable and this lead to the making of many successful games both commercially and in popularity.
Everything that goes up, has to come down one day and the same happened with the RPG games.
With advances in home computing, role-playing video games increased in popularity. These games, which use settings and game-mechanics found in role-playing games, do not require a gamemaster or require a player to remain in-character. Although they helped to introduce new gamers to the hobby, the demands of time and money on players were split between the two.
In 1993, Peter Adkison and Richard Garfield, a doctoral candidate in mathematics at the University of Pennsylvania, released a competitive card collecting game with a fantasy setting reminiscent of fantasy role-playing games called Magic: The Gathering. The game was extremely successful, and its publisher Wizards of the Coast (WotC) experienced phenomenal growth; A new genre of collectible card games emerged. The sudden appearance and remarkable popularity of Magic took many gamers (and game publishing companies) by surprise, as they tried to keep pace with fads and changes in the public opinion.
In the year thereafter (1994), Bethesda Softworks released the first chapter in their The Elder Scrolls role-playing video game series. The game was Bethesda's attempt to create a true "pen and paper" style experience for personal computers, with the fifth major game, The Elder Scrolls V: Skyrim (2011) being one of the most frequently released games in the history of the industry.
With gamers' time and money split three ways, the role-playing game industry declined. Articles appeared in Dragon Magazine and other industry magazines foretelling the "end of role-playing", since face-to-face time was spent playing Magic. TSR's attempts to become a publishing house further drained their reserves of cash, and the financially troubled company was eventually purchased by Wizards of the Coast in 1997. Articles criticising WotC's game in TSR's magazine stopped. WotC became a division of Hasbroin 1998, being bought for an estimated $325 million.
Meanwhile, critical and theoretical reflection on role-playing game theory was developing. In 1994–95 Inter*Active, (later renamed Interactive Fiction) published a magazine devoted to the study of RPGs. In the late 1990s discussion on the nature of RPGs on rec.games.frp.advocacy generated the Threefold Model. The Scandinavian RPG scene saw several opposing ideological camps about the nature and function of RPGs emerge, which began having regular academic conferences called the knutepunktconferences, which began in 1997 and continue to today.
But this was not the end of this wonderful concept, it was to grow sky high in the upcoming years.
In 2000, Wizards of the Coast's Dungeons & Dragons brand manager Ryan Danceyintroduced a policy whereby other companies could publish D&D-compatible materials under the Open Gaming License (OGL). He was frustrated that game supplements suffered far more diminished sales over time than the core books required to play the game, then this would spread the cost of supplementing the game and would increase sales of the core books, which could only be published by WotC. The new D&D rules became known as the d20 system, and a System Reference Document was published, containing all the rules needed to write a supplement or run a one-off game, but lacking the character advancement rules necessary for long-term play. The open gamingmovement and 3rd/3.5 edition D&D (2000, 2003) enjoyed a great deal of success, and although there was some criticism of the move a great many d20 System games have been released until around 2008.
In 2009, Pathfinder Roleplaying Game was published by Paizo Publishing, intended for backward compatibility with D&D 3.5 edition ruleset under the OGL. Pathfinder eventually became the top-selling RPG in around 2011 to 2013, replacing Dungeons & Dragons, which had been the best-selling game since the advent of RPG industry in 1974.In comparison, then-4th-edition D&D(2008) proved to be a lackluster, WotC quickly responded to this and announced next edition of D&D with more emphasis on open playtestings and user feedback. Under such circumstances, "Edition Wars" became a hot topic among user community and internet boards, although some may argue such discussions already and always existed.
Meanwhile, self-defined "Indie role-playing" communities arose on the internet, studying role-playing and developing the GNS Theory of role-playing games. With the advent of print on demand and PDF publishing, it became possible for these individuals to produce games with tightly-focused designs, eschewing the mainstream trends of the industry.
Also on this same era, there has been a trend known as the OSR (Old School Renaissance, or Revival). It drew inspiration from the early days of tabletop RPGs, especially from earlier editions of D&D. Castles & Crusades (2004), by Troll Lord Games, is a mix between early editions and OGL d20 rules. This in turn inspired the creation of "D&D retro-clones"such as OSRIC (2006), Labyrinth Lord (2007) and Swords & Wizardry (2008), games which more closely recreate the original rule sets, using the OGL materials and non-copyrightable aspects of the older rules.