| | 6 | |
| | 7 | Concept |
| | 8 | ======= |
| | 9 | |
| | 10 | Broadly speaking the concept of category within the MysteryMachine system can be thought of as aligned with the concept `class <http://en.wikipedia.org/wiki/Class_(computer_science)>`_ in a traditional OO programming languages. However this is misleading as MysteryMachine uses a classless, or `prototype |
| | 11 | object model <http://en.wikipedia.org/wiki/Prototype-based_programming>`_. See more here `ObjectModel`:trac: |
| | 12 | |
| | 13 | In fact category is a mechanism to gather together instances which need to be treated the same for your the purposes of your final document. For instance there is little reason to keep NPCs and PCs together in the same category. |
| | 14 | |
| | 15 | Instead you can keep them in separate categories so you don't waste paper produce player style packs for NPCs roles, and the object model will still allow you to share common rules and basic attributes between PC & NPCs by using the same parent object. |
| | 16 | |