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Arevalo 1

Angel Arevalo

Professor Gregory Mclure

Writing 39A

24 February 2020

Realm of Revelation Analysis

In the Realm of Revelation, it introduces five adventurers that grew up during childhood

in the same town, however, didn’t know each other til they stumble to one another in the

aftermath of an invasion of decractions. Their encounter was horrendous at first from

the tragic event that cost their loved one’s, scaring them in paralysis and upon bias

perspectives of race and culture of each individual but cast aside their views and formed

a pact of unity and strength, a meaning of determination to survive the dark world they

walk on. They discard their beliefs based on their race’s conflict demonstrating ingenuity

of setting aside their bias views of each member before the call of the storm represents

a sign of maturity that progresses them towards adulthood. The players will act upon it

by taking command of their current situation. Along with restorative comes with

communication to reassure their decisions throughout their quest whether it determines

to show humane and elegance or discussing among themselves to inner peace in order

to put their thoughts into words to decide their fate. In which, they demonstrate qualities

of conversationalist and presenters of how an adventurer goes through challenges.

Uncovering the overall point of the game demonstrates the reception of bonding, not

based through general family or lineage of blood relationships among parents and

siblings, but multiple individuals that helps shape our life through improvements of
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personality, teaches us to reflect our life values to represent self-confidence and

humane to be a successful. Overall, the ethics of bonding reception that builds into my

world through genre/scenario/rules/setting based through sacrifices and hardships of a

journey, in which it is not a sin to fight for the right cause, the cause of survival a

growing development amongst a group. The next section demonstrates the ethics of

how rules apply balance in the world that distributes order and restraining anarchy to

avoid unequal relationships.

Rules apply to multiple categories through the set of the world’s genre that doesn’t

compromises participants' understanding through: race, skill, profession, and abilities

are listed for world order and bonding in revelation. In “The Many Faces of Role-Playing

Games”, Hitchens and Drachen clarifies that “Rules, multiple (at least two) participants

and is set in a fictional world, established via the game premise: A shared

understanding among the participants of the game setting, rules and similar game

framework issues” (Hitchens and Drachen 7). Rules and bonds apply to the same ideal

of socializing among your groups whether their individuals that you know or newcomers

into life to develop a relationship. For instance, the professions and races are two

categories in the rule section are linked to the overall scenario by distributing the overall

race that they chose but also making an agreement of what role to act upon the group.

The overall rules in the realm of revelation are connected to one substantial section of

the introduction states the “Quality and structure are prior key points to a successful

society, but interactment is what makes it happen. Role-playing is what makes it alive

like 3D films that pop up on you, but mainly socializing among your groups whether their
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friends or understand your associates as individuals of adventurers representing a bond

like a family”. However, it doesn’t substantially apply the rule of being forced to interact

with your group but it’s recommended to increase social skills and vibe mood, and

decrease tensions when being decisive when choosing profession and race. The

following paragraph will discuss the description of how my game scenario links to the

bonding message.

The overall scenario is based on wrigley decisions that the group must decide in the

end. Realm of Revelation describes a hardship journey that the players/adventurers go

through since the tragic event of their home, in which they decided to stick together and

grow up to the present present time of the scenario and became adults. “Your

hometown was overrun by hordes of decractions and becoming orphans, in which

dreaded upon the loss of your parents and loved ones, falling into despair but decided

to stick together in order to survive.​ ​Years later, you become adults, hitting a bump in

the road in life with no idea what you’ll do for your next journey in survival, while being

low funded”. The scenario shows ethically how the adventurers didn’t give up on their

lives and work on what they have, which is each other and implying that they needed to

get along in order to survive and leading to the bond during adulthood that the players

read to be persuaded by it. In ​The Many Faces of Role-Playing Games​, Hitchens and

Drachen states that the game scenario “provide more interaction opportunities, they

tend to be generalist rather than specialist in how they allow players to exercise their

configurative options” (Hitchens and Drachen 15). Scenario leads to interaction, and
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interaction leads to bonding because whether we laugh upon that we should’ve choose

this option, we reflect on decision making to be strategic and make it.

To conclude the reception , my world overall is only successful if the players

themselves interact from the rules to the scenario based on a bond that is being

developed to strengthen decision making skills and be strategically to which path you

walk upon. Individuals are a seed that needs to be nutriented with many components in

communication, restorative, and analytical to expand possibilities to set for in

decision-making in my world, rather focusing on limitation in one’s capability.

My Citations

Arevalo, Angel. ​Realm of Revelation Rules And Scenario

Academic Citations

Hitchens, Michael, Drachen, Anders. ​The Many Faces of Role-Playing Games​.

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