1.0 Introduction

1.0 Introduction
1.1 What is a role playing game? p1-2
1.2 What is Mimesis: Sorcerer & Demons? p3-4

The term role playing was originally coined in the 1920s by Jacob L. Moreno, a Viennese psychiatrist who surmised patients gained more from exploring their problems by acting them out than by talking about them.[3] Moreno first tested out his ideas by forming the Theatre of Spontaneity acting company in 1921 and two years later publishing his theories in a book of the same name.[4] When the practice became popular in business and educational institutions twenty years later the problem solving aspect shifted towards the learning of a professional role for later real life assumption.

"What astronauts do in their practice for missions; what pilots do in learning to navigate in flight simulators; what thousands of soldiers do in the course of military exercises--it's all role playing. Teaching salespersons to deal with customers, teaching doctors to interview patients, teaching teachers to deal with difficult situations, all these require some measure of actual practice and feedback.

After its inception into the realm of business, role playing has steadily flourished for over fifty years expanding into multiple areas of public and private life.[6]. Formal examples include: teaching (especially in the development of social skills, communication skills, and interpersonal skills), self-help groups, organizational management, leadership training, professional training, scientific research in the social sciences, and even sports. Less formal examples have also arisen including: role playing games for entertainment, and sexual roleplaying practices. Now in the 21st century, role playing as a form of personal entertainment may be overtaking in numbers the more formal practice of educational roleplay.

In social science, roleplaying is historically a reference to Psychodrama and Sociodrama, and more recently to Drama Therapy, which were originally created as a methodology for studying role theory by the social sciences. The study of roleplaying was modeled after theater and includes many counterparts. To roleplay one enacts various motives, attitudes, and postures.[7] The protagonists are the participants who improvise their actions within a situation normally simulated about them. It is their life or abilities, their roles, that are being examined or tested. The auxiliary egos are anyone else who performs to place the protagonists within the situation. The audience is any onlooker who may provide feedback. The stage is wherever the practice is performed or perhaps fictionally set. The director is the expert who guides the exercise.

Psychodrama
Psychodrama is a form of human development which explores, through dramatic action, the problems, issues, concerns, dreams and highest aspirations of people, groups, systems and organizations.

In psychodrama, participants explore internal conflicts through acting out their emotions and interpersonal interactions on stage. A given psychodrama session (typically 90 minutes to 2 hours) focuses principally on a single participant, known as the protagonists. Protagonists examine their relationships by interacting with the other actors and the leader, known as the director. This is done using specific techniques, including doubling (psychodrama), role reversals, mirrors, soliloquy, and applied sociometry.

Sociodrama
A Sociodrama is a dramatic play in which several individuals act out assigned roles for the purpose of studying and remedying problems in group or collective relationships.[1] It was developed by social scientist Jacob L. Moreno to explore sociological interests using the techniques he originated in Psychodrama for Psychology.

Roleplay simulation is a learning method that depends on roleplaying. Learners take on the role profiles of specific characters or organisations in a contrived setting. Roleplay is designed primarily to build first person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful teaching technique in face to face teaching and role play online is also powerful, with some added benefits.

Historical re-enactment has been practiced by adults for millennia. The ancient Romans, Han Chinese, and medieval Europeans all enjoyed occasionally organizing events in which everyone pretended to be from an earlier age, and entertainment appears to have been the primary purpose of these activities. Within the 20th century historical reenactment has often been pursued as a hobby.

Improvisational theatre dates back to the Commedia dell'Arte tradition of 16th century. Modern improvisational theatre began in the classroom with the "theatre games" of Viola Spolin and Keith Johnstone in the 1950s. Viola Spolin, who was one of the founder the famous comedy troupe Second City, insisted that her exercises were games, and that they involved role-playing as early as 1946. She accurately judged role playing in the theatre as rehearsal and actor training, or the playing of the role of actor versus theatre roles, but many now use her games for fun in their own right.

A role-playing game is a game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.

A role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters.[1] Participants determine the actions of their characters based on their characterization,[1] and the actions succeed or fail according to a formal system of rules and guidelines.[2] Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.[2]

Most role-playing games are conducted like radio drama: only the spoken component is acted. In most games, one specially designated player, the game master (GM), creates a setting in which each player plays the role of a single character.[2] The GM describes the game world and its inhabitants; the other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.[2] There is a variety of role-playing game in which players do perform their characters' physical actions, known as live action role-playing games (LARP).[3]

Many varieties of game exist, but most follow the pattern established by the first published role-playing game, Dungeons & Dragons. Participants usually conduct the game as a small social gathering. A GM purchases or prepares a set of rules and a fictional setting in which players can act out the roles of their characters. This setting includes challenges for the player characters to overcome through play, such as traps to be avoided or adversaries to be fought. The full details of the setting are kept secret, but some broad details of the game world are usually given to the players.

The players then create characters whose roles they will play in the game. As well as fleshing out the character's fictional background, they assign numerical statistics to the character; these will be used later to determine the outcome of events in the game. Together, these notes tell the player about their character and his or her place in the game world.[2]

The GM will then begin the game with a short introduction which introduces the setting and the characters. The players describe their characters' actions, and the GM responds by describing the outcome of those actions. Usually, these outcomes are determined by the setting and the GM's common sense; most actions are straightforward and immediately successful.[2] For example, if a player has their character look around a room, the GM will describe the room; if they have their player leave, the GM will describe whatever they encounter outside the room. However, the outcomes of some actions are determined by the rules of the game. This usually involves rolling dice and comparing the number rolled to their character's statistics to see whether the action was successful.

The game continues in this manner until the characters meet the last challenge, as determined by the GM at the start of the game. This could be to defeat a specific adversary, solve a mystery, or find a specific item of treasure. The GM then describes the consequences of their actions on the game world, and the game ends.

Role playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration, whereas board games, card games, and sports emphasize competition.[4]

Both authors and major publishers of role-playing games consider them to be a form of interactive and collaborative storytelling.[2][8][9][10] Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a role-playing game makes choices that affect the story.[11] Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story.

While simple forms of role-playing exist in traditional children's games such as "cops and robbers", "cowboys and Indians" and "playing house", role-playing games add a level of sophistication and persistence to this basic idea with the addition of numeric rule sets and the participation of a referee. Participants in a role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes.

The assumption of roles was a central theme in some early 20th century activities such as the game Jury Box, mock trials, model legislatures, and "Theatre Games". In the 1960s, historical reenactment groups such as The Sealed Knot and the Society for Creative Anachronism began to perform "creative history" reenactments introducing fantasy elements, and in the 1970s fantasy wargames were developed, inspired by sword and sorcery fiction, in which each player controlled only a single unit, or "character". The earlier role-playing tradition was combined with the wargames' rule-based character representation to form the first role-playing games.[4][12]

Dungeons & Dragons, published in 1974 by Dave Arneson's and E. Gary Gygax's TSR, was the first commercially available role-playing game. TSR marketed the game as a niche product. Gygax expected to sell about 50,000 copies total to a strictly hobbyist market.[13] After establishing itself in boutique stores it developed a strong, lasting fan base.

Another early game was Traveller, designed by Marc Miller and first published in 1977 by Game Designer's Workshop. This was originally intended to be a system for playing generic space-opera-themed science-fiction adventures, in the same sense that Dungeons & Dragons was a system for generic fantasy adventures, but an optional suggested setting called the Third Imperium was detailed with the publication of following supplements and since then this setting has become strongly identified with the game. The changes in this setting over time, especially those involving the Fifth Frontier War as depicted in the Journal of the Travellers Aid Society, constitute the first arguable use of metaplot in a role-playing game.

Dungeons & 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.[14] Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.[15] Though role-playing has been accepted by many,[16] others continue to object.[17]

Due to the game's success, the term Dungeons & Dragons has sometimes been used as a generic term for fantasy role-playing games. TSR undertook legal action to prevent its trademark from becoming generic.

The set of rules of a role-playing game is known as its game system; the rules themselves are known as game mechanics. Although there are game systems which are shared by many games, for example the d20 system, many games have their own, custom rules system.

Many role-playing games require the participation of a gamemaster (GM), who creates a setting for the game session, portrays most of its inhabitants, known as non-player character (NPCs) and acts as the moderator and rules arbitrator for the players. The rest of the participants create and play inhabitants of the game setting, known as player characters (PCs). The player characters collectively are known as a "party".

During a typical game session, the GM will introduce a goal for the players to achieve through the actions of their characters. Frequently, this involves interacting with non-player characters, other denizens of the game world, which are played by the GM. Many game sessions contain moments of puzzle solving, negotiation, chases, and combat. The goal may be made clear to the players at the outset, or may become clear to them during the course of a game.

Some games, such as Polaris and Primetime Adventures, have distributed the authority of the GM to different players and to different degrees. This technique is often used to ensure that all players are involved in producing a situation that is interesting and that conflicts of interest suffered by the GM are avoided on a systemic level.

Games rules determine the success or failure of a character's actions. Many game systems use weighted statistics and dice rolls or other random elements. In most systems, the GM uses the rules to determine a target number though often the targets are determined in a more principled fashion. The player rolls dice, trying to get a result either more than or less than the target number, depending on the game system. Not all games determine successes randomly, however; an early and popular game without random elements is Amber Diceless Roleplaying Game by Erick Wujcik (1990).

Most systems are tied to the setting of the game they feature in. However, some universal role-playing game systems can be adapted to any genre. The first[citation needed] game to feature such a system, GURPS, is accompanied by a number of sourcebooks which allow games to be created in different genres. The d20 system, based on the older role-playing game Dungeons & Dragons, is used in many modern games such as Spycraft and the Star Wars Roleplaying Game.

In practice, even universal systems are often biased toward a specific style or genre and adaptable to others. For example, although the d20 system has sourcebooks for modern and futuristic settings, most published d20 system material stays within Dungeons & Dragons' combat-focused fantasy milieu.

1.2 What is Mimesis: Sorcerer & Demons?

Mimesis: The Representation of Reality

Turning Points in History

Character Points

Player Points

Attributes

Characteristics

Talents, Skills and Knowledges

Magical Powers

Wealth and Equipment

Conflict Resolution Mechanics

Conflict Resolution Narrative

Setting (1): Fantastic Armenia 1010AD

Social; Bagratuni Dynasty

The setting is in the first half of the 11th century in medieval Armenia. During this time, the old independent kingdom under the Bagratid dynasty was on the wane with pressure from both Byzantium and the Seljuks; historically the former took control of the region in 1045 and the latter in 1064 with the remains of the dynasty moving to establish the Armenian Kingdom in Cicilia in 1078, which was not part of Armenia at all, but populated and controlled by a large number of Armenian refugees and provided important support to the Christian Crusaders until 1375. It should be possible in a properly designed chronicle to include all administrations in the course of the story development.

http://en.wikipedia.org/wiki/Bagratuni_Dynasty

Map: http://en.wikipedia.org/wiki/File:Bagratuni_Armenia_1000-en.svg

Geography of Armenia;

The terrain is mostly mountainous and flat, with fast flowing rivers and few forests but with many trees. The climate is highland continental: hot summers and cold winters. The land rises to 4,095 m above sea-level at Mount Aragats, and no point is below 400 m. Mount Ararat, one of the national symbols of Armenia, is the highest mountain in the region.

http://en.wikipedia.org/wiki/Geography_of_Armenia

http://en.wikipedia.org/wiki/Syunik#Late_first_millennium

Characters (2): Player Characters and Character Generation

Narrative System (3): Task and Conflict Resolution

Historical Development:

Four Kings of Armenia during the period of the campaign

# Gagik I (brother), 989-1020
# Hovhannes I - Hovhannes [John]-Smbat III (XI) (son), 1020-1040
# Ashot IV (VIII) the Valiant (brother), 1021-1039
# Gagik II(son), 1042-1045 (cedes Armenia to the Byzantine Empire), dies c. 1079 (Murdered by Byzantine and hung on the fortress wall of Kyzistra.)

http://en.wikipedia.org/wiki/List_of_Bagratuni_rulers_of_Armenia

Greater and Lesser Armenia

http://en.wikipedia.org/wiki/Medieval_Armenia
http://en.wikipedia.org/wiki/Armenian_Kingdom_of_Cilicia

Kingdom of Lori
* Kiurike I, son of Ashot III (979 - 989)
* David I Anhoghin (Landless), son (989 - 1048)
* Kiurike II, son (1048 - 1089)
* David II, son (1089 - 1118)

The line basically came to an end in 1118 with the Seljuq occupation. However, they survived to a lesser significance to a far later date.
http://en.wikipedia.org/wiki/Kingdom_of_Lori

Vaspurakan

Vaspurakan (also transliterated as Vasbouragan in Western Armenian; Armenian: ???????????, meaning the "noble land" or "land of princes"[1]) was first a province and then a kingdom of Greater Armenia during the Middle Ages centered around Lake Van. The region is considered to be the cradle of Armenian civilization

Vaspurakan was elevated to kingdom status in 908. It was annexed by the Byzantine Empire in 1021 and became known as the province of Basprakania or Media.

http://en.wikipedia.org/wiki/Vaspurakan
http://en.wikipedia.org/wiki/File:93-vaspurakan908-1021.gif

Tayk was a historical province of the Greater Armenia, one of its 15 ashkars (worlds). Tayk consisted of 8 cantons: Kogh, Berdats por, Partizats por, Tchakatk, Bokha, Vokaghe, Azordats por and Arsiats por.
http://en.wikipedia.org/wiki/Tayk

# Arutyunova-Fidanyan, Viada A., Some Aspects of the Military-Administrative Districts and Byzantine Administration in Armenia During the 11th Century, REArm 20, 1986-87: 309-20.
# Garsoian, Nina. The Byzantine Annexation of the Armenian Kingdoms in the Eleventh Century, 192 p. In: The Armenian People from Ancient to Modern Times, vol. 1, edited by Richard G. Hovannisian, St. Martin’s Press, New York, 1977.

City of Dvin

Despite the fact that Dvin, was a battleground between Arabs and Byzantine forces for the next two centuries, in the 9th century it was still a flourishing city. Frequent earthquakes and continued Arab oppression led to the decline of the city in the beginning of the 10th century. During a major earthquake in 893, the city was destroyed along with most of its 70,000 inhabitants.

The Byzantines conquered Armenia along with Dvin in 1045 from the Bagratunis. In 1064 the Seljuks occupied the city. The Kurdish Shaddadids ruled the city as Seljuk vassals from then on until the Georgian King George III conquered the city in 1173.

http://en.wikipedia.org/wiki/The_city_of_Dvin
http://en.wikipedia.org/wiki/Shaddadids

The Book of Lamentations by Gregory of Narek (951-1003), that could be considered a masterpiece of world literature, is perhaps a good example of the development of a literature and writing style that came to be known as Middle Armenian or Vernacular

http://en.wikipedia.org/wiki/Gregory_of_Narek
http://armenianhouse.org/grigor-narekatsi/tenets.html

1) Original summoning of the Demons

http://en.wikipedia.org/wiki/Testament_of_Solomon

"The Testament of Solomon is an Old Testament pseudepigraphical work, the authorship of which is ascribed to King Solomon. It describes how Solomon was enabled to build the Temple by commanding demons by means of a magical ring entrusted to him by the Archangel Michael."

It is one of the oldest magical texts attributed to King Solomon, dating First to Third Century A.D.

Actual Text
http://www.esotericarchives.com/solomon/testamen.htm

2) Listing of the Demons

http://en.wikipedia.org/wiki/The_Lesser_Key_of_Solomon

"The Lesser Key of Solomon or Clavicula Salomonis (the Clavis Salomonis, or Key of Solomon is an earlier book on the subject), is an anonymous 17th-century grimoire, and one of the most popular books of demonology. It has also long been widely known as the Lemegeton."

"It appeared in the 17th century, but much was taken from texts of the 16th century, including the Pseudomonarchia Daemonum, by Johann Weyer, and late-medieval grimoires. It is likely that books by Jewish kabbalists and Muslim mystics were also inspirations. Some of the material in the first section, concerning the summoning of demons, dates to the 14th century or earlier."

"The Ars Goetia assigns a rank and a title of nobility to each member of the infernal hierarchy, and gives the demons' 'signs they have to pay allegiance to', or seals. The lists of entities in the Ars Goetia correspond (to high but varying degree, often according to edition) with those in the Steganographia of Trithemius, circa 1500, and Johann Weyer's Pseudomonarchia Daemonum an appendix appearing in later editions of his De Praestigiis Daemonum, of 1563."

Actual Text
http://www.esotericarchives.com/solomon/goetia.htm

3) Predecessors

Pseudomonarchia Daemonum, or Hierarchy of Demons first appears as an Appendix to Johann Weyer's De praestigiis daemonum (1577). The title of the book translates roughly to "false monarchy of demons".

http://en.wikipedia.org/wiki/Pseudomonarchia_Daemonum

Actual Tests
http://www.esotericarchives.com/solomon/weyer.htm