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Contents

This is a partial summary of the hierarchy of categories. Note that some categories can be reached by multiple paths.

[edit] Top

  • WikiRPS - Top level. Every other category and page descends from this.

[edit] Game

  • Campaign setting - A campaign setting is a world, often fictional, which serves as a setting for a role-playing game or wargame campaign. Typically a campaign setting will be associated with a specific module, such as fantasy or space opera. A module may have any number of campaign settings associated with it.
  • Documentation (deprecated) - This category contains extended explanatory information related to the game rules, including definitions of key terms.
  • Module - A module is a unified package of rules and/or documentation applying to a particular type of setting, such as fantasy or space opera.
    • Core - The core module includes information that potentially applies in every possible campaign setting.
      • Hypothetical - This category includes all items and concepts in the core module which are not based on historical record.
  • Rule - This category includes all game rules, as opposed to infrastructure and documentation.
    • Character creation - This category includes all rules related to character creation, as opposed to game mechanics.
      • TODO: (tagged: 22:06, 22 August 2007 (MDT))
    • Mechanics - This category includes all rules describing game mechanics, as opposed to character creation.
      • Condition - A condition is any temporary state in which a character or creature might find itself.
        • Damage - All physical damage (and most non-physical damage) from attacks and hazards is resolved using the same mechanism.
      • Encounter - An encounter is an interchange between player characters and NPCs, generally lasting no more than a few minutes of game time.
        • Combat (deprecated) - This category groups together concepts from other categories related specifically to combat, simply for convenience.
        • Movement - Various actions allow you to move as part of your action. All such movement uses the rules in this section.
        • Tactical map - Encounters are laid out on a tactical map, for which we use a hex grid. The normal scale is 1 yard per hex.
      • Equipment - This category includes all descriptions of physical items that can be carried and used by characters.
        • Armor - Armor is protective clothing intended to defend its wearer from intentional harm in combat and military engagements.
        • Item - An item is any device or object that can be acquired by the player and does not fit into any other category.
        • Category:Material (standard) - Materials with which to construct weapons and armor.
        • Shield - A shield is a protective device, meant to intercept attacks. The term often refers to a device that is held in the hand, as opposed to armor.
        • Weapon - A weapon is any object used to cause damage during combat.
          • Weapon class - A weapon class is a somewhat arbitrary grouping of related weapons, simply for ease of description. Some exotic weapons do not fit in any class.
      • Tech - Technological (tech) level is an abstraction of the technological advancement required to gain access to a particular concept or type of equipment.
  • Variant - Variants provide alternative sets of rules for different play styles.
    • Complexity - WikiRPS seeks to address play balance by providing three different complexity levels.
      • Basic - The basic rules are streamlined and (comparatively) simple, designed for players to be able to jump in and start playing with minimum ramp-up time.
      • Standard - Standard rules strike a balance between simplicity and realism, and are recommended for experienced players.
      • Advanced - Advanced rules offer options for experienced players who desire added versatility and realism, at the possible risk of slowing down play.
    • Progression - Variants related to the rate at which experience points are gained and spent.
      • Flat - Totally flat experience progression, similar to GURPS.
      • Shallow - Slowly increasing experience progression.
      • Steep - Steeply increasing experience progression, similar to Dungeons & Dragons.
      • Hybrid - Incorporate elements from all the other progressions.
    • Progressive - Characters in the Basilicus RPG system advance their skills through practice and learning, rather than using points.
    • Incremental - The Incremental game system variant is so called because character development happens in small increments as the game progresses.

[edit] Meta

  • Action required - Subcategories represent tags requiring future action.
    • Copyright violation - A page in this category contains material that someone suspects may be copyrighted and not used according to fair use provisions.
    • Deletion candidate - A page in this category has been marked for deletion.
    • Deprecated - Pages in this category are candidates for future deletion, and should not be included in new pages.
    • Unknown category - A page in this category does not specify a game category.
    • Unknown license - A page in this category requires documentation to prove that it is produced in accordance with copyright law.
    • Unknown source - A page in this category needs to indicate a source for non-original material.
  • Background - This category includes general background information for players.
  • Copyright - This category includes all pages related to copyright information.
    • Copyright violation - A page in this category contains material that someone suspects may be copyrighted and not used according to fair use provisions.
    • License - Each subcategory designates a specific license agreement or related provision.
      • Attribution - This category includes templates (only) used for attribution of credit according to a particular licensing agreement or provision of use.
      • Unknown license - A page in this category requires documentation to prove that it is produced in accordance with copyright law.
    • Source - Each subcategory designates a specific source of non-original material.
      • Unknown source - A page in this category needs to indicate a source for non-original material.
  • Limited access - Each subcategory represents a tag indicating limited access to certain pages.
    • Locked - These pages cannot be edited except by a sysop, generally because they have legal significance.
    • Restricted - Only registered users can edit these pages.
  • Math - This category contains templates used for computation.
  • Player aid - This category marks tools designed to make WikiRPS easier to use.
  • Template - This category serves as a repository for general-purpose reusable templates.
    • Attribution - This category includes templates (only) used for attribution of credit according to a particular licensing agreement or provision of use.
  • Todo - This category includes pages marked as requiring further work.
    • Stub - A stub is a page that needs considerable more work before it can be considered complete.
    • Working - A working tag indicates a page or section that is being actively developed.
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