I've seen a lot of people referring to 3.5 recently using the term "Rocket Tag". Specifically, where does this terminology come from, where was this specific terminology named or created, and what brought about its usage as a descriptor for 3.5 and other Role playing games?
[RPG] What’s the origin of the game terminology “Rocket Tag”
dnd-3.5eterminology
Related Solutions
Fundamentally, it is a philosophically unsound extrapolation and pastiche of normal earth religious afterlife myths mapped onto a system that allows for fairly trivial rezzing. The morality of death, when subjected to rigorous philosophical analysis, does not make for particularly good drama or narrative arcs. Determine the philosophy of your universe to suit your character goals.
Cosmology and the Afterlife:
Greyhawk uses the classic "Great Wheel" cosmology as defined in the Manual of the Planes and the Planescape setting. After death, the souls of the dead travel to the plane of their deity and become petitioners. The souls of those who die believing in no deity vanish from existence, although it is rumored that a dark power is secretly harvesting these souls for some awful purpose.
Therefore, souls become petitioners after death:
Upon its death, a mortal creature that served a deity faithfully will reform on the home plane of that deity. If the new petitioner continues to serve its deity, it can be made even more powerful. Most petitioners, however, are content to simply live out their eternity in whatever form their god has chosen for them.
In Planescape a petitioner loses all knowledge of their previous life. They are also unable to advance beyond the zeroth or first level of experience.
In Dungeons & Dragons 3rd edition (also referred to as 3.0) and 3.5 edition, Petitioner is a template from the Deities and Demigods book. The template uses the base stats of a creature and remakes it so that it has 2 HD and nothing more. A deity can have an unlimited number of such templates servants.
Note, however that this rather undermines the punishment-fantasy role of the afterlife, as Frank and K note:
In D&D, creatures do not "fall" into Evil. Being Evil is a valid choice that is fully supported by half the gods just as Good is. Those who follow the tenets of Evil throughout their lives are judged by Evil Gods when they die, and can gain rewards at least as enticing as those offered to those who follow the path of Good (who, after all, are judged by Good Gods after they die). So when sahuagin run around on land snatching children to use as slaves or sacrifices to Baatorians, they aren't putting their soul in danger. They are actually keeping their soul safe. Once you step down the path of villainy, you get a better deal in the afterlife by being more evil.
The only people who get screwed in the D&D afterlife are traitors and failures. A traitor gets a bad deal in the afterlife because whichever side of the fence they ended up on is going to remember their deeds on the other side of the fence. A failure gets a bad deal because they end up judged by gods who wanted them to succeed. As such, it is really hard to get people to change alignment in D&D. Unless you can otherwise assure that someone will die as a failure to their alignment, there's absolutely no incentive you could possibly give them that would entice them to betray it.
You are essentially struggling with the morality of death in D&D. There is no "one" answer. I urge you to choose what flavour of morality and law you want in your world from this excellent discussion, as that will inform whether or not assassinating a chaotic evil overlord is a good act.
Also, if considering the implications of death and souls, this quote from HP:MoR is quite relevant:
"All right," Harry said, trying to keep his voice calm, "I'll hear out your evidence, because that's what a scientist does. But first, Headmaster, let me tell you a little story." Harry's voice was trembling. "You know, when I got here, when I got off the train from King's Cross, I don't mean yesterday but back in September, when I got off the train then, Headmaster, I'd never seen a ghost. I wasn't expecting ghosts. So when I saw them, Headmaster, I did something really dumb. I jumped to conclusions. I, I thought there was an afterlife, I thought no one had ever really died, I thought that everyone the human species had ever lost was really fine after all, I thought that wizards could talk to people who'd passed on, that it just took the right spell to summon them, that wizards could do that, I thought I could meet my parents who died for me, and tell them that I'd heard about their sacrifice and that I'd begun to call them my mother and father -"
...
"And then," spat Harry, the fury coming fully into his voice, the cold rage at the universe for being like that and at himself for being so stupid, "I asked Hermione and she said that they were just afterimages, burned into the stone of the castle by the death of a wizard, like the silhouettes left on the walls of Hiroshima. And I should have known! I should have known without even having to ask! I shouldn't have believed it even for all of thirty seconds! Because if people had souls there wouldn't be any such thing as brain damage, if your soul could go on speaking after your whole brain was gone, how could damage to the left cerebral hemisphere take away your ability to talk? And Professor McGonagall, when she told me about how my parents had died, she didn't act like they'd just gone away on a long trip to another country, like they'd emigrated to Australia back in the days of sailing ships, which is the way people would act if they actually knew that death was just going somewhere else, if they had hard evidence for an afterlife, instead of making stuff up to console themselves, it would change everything, it wouldn't matter that everyone had lost someone in the war, it would be a little sad but not horrible! And I'd already seen that people in the wizarding world didn't act like that! So I should have known better! And that was when I knew that my parents were really dead and gone forever and ever, that there wasn't anything left of them, that I'd never get a chance to meet them and, and, and the other children thought I was crying because I was scared of ghosts -"
If you're actually struggling with whether destroying the mortal shell of an immortal soul is immoral, considering the implications of how people should act with the fundamental knowledge of souls and their existence is a fun philosophical problem. On the other hand, I doubt that your DM really wants to consider how peoples' behaviour changes when they understand and can prove an entity separate from the meatbag exists, as the triviality of resurrection and the implications of animating grandfather to have another farmhand are... not particularly interesting to most groups.
At the end of the day, I would choose whichever options give you an interesting moral question without making your choices either trivial ("Meatbags? Who cares?") or stupid ("Wow, I know my soul will be devoured if I do this. I can watch this process in action. Maybe I shouldn't do this.")
It came from the fans of White Wolf's World of Darkness games. "Splat" is another name for the asterisk character ('*'), which is often used as a placeholder or "wild card" in a name by technical types of people. Someone somewhere starting referring to all of WW's various Clanbook/Tribebook/Guildbook/Kithbook supplements for their various games as "*books", pronounced "splatbooks."
From there, the term expanded out into the fans of other publishers' game lines that also followed a publishing scheme that offered player-facing supplements based on in-setting organizations or classes of characters. TSR had already been publishing The Complete X's Handbook supplements, and it naturally was applied to them in quick order. Between the vast market share held by the combination of White Wolf and TSR in the 90s, the term was virtually guaranteed to become commonplace—and it did.
Shannon Appelcline looks at the origin of the term "splatbook" in Designers & Dragons: The 90s in the chapter on White Wolf:
Splatbooks had been around since almost the dawn of roleplaying. […] However, no one had previous put out splatbooks as consistently and in such volume as White Wolf did. Clanbook: Brujah (1992) was the first. […] White Wolf would go on to produce splatbooks for all of their initial lines, and the term "splatbook" was eventually coined for White Wolf's releases.
…and again in the appendix entry, "10 Things You Might Not Know About Roleplaying in the ’90s: 1. The Splatbook Cometh":
The biggest change for the industry in the ’80s may have been the appearance of the splatbook. […] However, no one followed in GDW's footsteps until the very end of the ’80s. Only then did TSR kick off a new era of RPG publications with their PHBR series of Complete Handbooks for various AD&D classes (1988–1995). White Wolf followed and typically gets more credit for the splatbook revolution because they published a lot more. Starting with Clanbook: Brujah (1992) for Vampire: The Masquerade, each World of Darkness got its own series[…] In fact, White Wolf's extensive sets of splatbooks generated the term, with *book (pronounced "splatbook") referring to a book with a title noun at the start like “Clan” or “Tribe”.
Best Answer
First Person Shooters are the origin of Rocket Tag.
John Romero and John Carmack, gaming developers, helped create Doom and Quake. Quake was the first widely popular "Deathmatch" concept in a first person shooter1 in the early 90's.
Quake, specifically in the Player vs. Player gameplay, featured the often one-hit kill weapon: the rocket launcher. The trope didn't exist yet, however, the first person to push the button on the rocket launcher either killed their opponent, or took away almost all of their life and punted them into the air - which they could be easily finished off without much recourse.
Paul Wedgewood was quoted as saying2
The first person to pull the trigger - got the kill.
became
The person that wins initiative - got the kill.
Dungeons and Dragons in 3.5 edition is notorious for being able to pump out more damage than can be mitigated. In higher level gameplay, you are either immune or you die. You can see this with all of the "Save or Die" spells, or "Save or Suck" spells. Either you were dead with a failed save, or you may as well be.
Additionally, at higher levels spells in 3.5e can become one-hit kill attacks made at range, essentially making them akin to shooting your opponent with a rocket launcher. Whoever hits first, wins3.
One tiny example of notoriety even at low level in 3.5e is a mounted charge attack with a lance. Take a 6th level human paladin (very sub-optimal example) riding on his special mount fighting a Chain Devil will kill in one hit due to triple damage on a charge, power attacking, smiting, mount damage - if the paladin won initiative he kills the chain devil (CR 6, 52 hp). The Chain Devil, with his natural weapons, and weapons in his hand, power attacking, could just as well kill the paladin in one round as well if it won initiative. In other words, whoever wins initiative gets the kill.
Gaming aside, Laser Tag was a thing before there was an FPS game.
The US Military utilized the Multiple Integrated Laser Engagement System (MILES) in the early 80's. They still use the system (albeit updated). What happens is this (speaking as a former soldier), you fire a blank from your rifle, the laser transmitter detects that blank firing off, and your targets' laser receivers beep - indicating a kill, or at least a wound that removes you from the war game. This was widely known to all of us soldiers as basically a one hit kill. No matter where the laser was aimed at, your gear beeped and you were removed from the exercise (in essence, dead).
The civilian/commercial market began selling a toned down version of this, popular as Laser Tag. I know me and most of my friends in the neighborhood had these rather than water guns, because the beeps didn't lie. Note: Don't point them at police!
1Masters of Doom
2The History of Headshots
3Comment by Thomas Jacobs