Role-playing game terms
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Role-playing game terms are words used in a specific sense (terms) in the context of role-playing games. This includes both terms used within RPGs to describe in-game concepts and terms used to describe RPGs. Role-playing games also have specialized slang jargon associated with them.
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[edit] Terms used to play role-playing games
[edit] A
- Adventure: A single or linked set of games.
[edit] C
- Campaign: A series of adventures.
- Character: A fictional character in a role-playing game; a player character or non-player character.
- Character sheet: A record of a player character in a role-playing game, including whatever details, notes, game statistics, and background information a player would need during a play session.
- Character creation: The method used to create a character, especially a player character.
- Critical: A type of result associated with a strong outcome, especially a critical hit or critical failure (fumble). Often related to unlikely die results, as a natural 1 or 20, doubles, and so forth.
[edit] F
- Fumble: An unforced error when attempting a difficult task.
[edit] G
- Game master: The person who runs a role-playing game and arbitrates how actions are resolved and narrated. Abbreviated GM. In many games, specialized terms are used, as such Dungeon Master for someone running Dungeons & Dragons.
[edit] I
- Initiative : The determination of who goes first and in what order declared actions are carried out.
[edit] M
- Metagaming: Using out-of-character knowledge to solve in-character problems, or to explain in-character behaviour.
[edit] N
- Natural (roll): The number actually on a die, such as a natural 1 or a natural 20, indicating the die's face shows a 1 or a 20.
[edit] S
- Saving throw: A game mechanic in which dice are used to avoid some kind of negative effct on a character.
- Session: A single meeting of a role-playing group.
- Story guide: Also, ‘’storyteller.’’ The game master of a game with a strong focus on narrative tropes. .[1]
- System: The set of game mechanics which make up a game.
[edit] T
- Troupe system: A system in which the duties of the game master are distributed amongst the players.
[edit] Terms used to describe characters
[edit] A
- Advantage: a positive or useful statistic or trait.
- Attributes describe a natural, in-born characteristics shared by all characters, such as physical strength or wisdom
[edit] C
[edit] D
- Derived statistic: A secondary characteristic based on a character's attributes (or primary characteristics), including temporary effects like hit points and magic points.
[edit] P
- Powers describe extraordinary abilities which make a character special, such as flight or telepathy.
[edit] R
- Race: A character's species, ethnicity, type, or other description of their physical and cultural heredity. Role-playing games often include fantasy races, mutants, robots and other non-human types.
[edit] S
- Setting: The fictional world in which the game takes place.
- Skills describe learned capabilities, such as spoken languages, horse riding or computer hacking.
- Statistic refers to any attribute, advantage, disadvantage, power, skill, or other trait. In the plural, statistics refers to the information on a character sheet.
[edit] Terms used to describe types of games
[edit] F
- Free-form role-playing game: A rules-light style of game that mostly uses social dynamics for its game system. .[2]
[edit] G
- Gamist: A term from GNS theory describing games in which enjoyment is derived from facing and overcoming challenges.
- Generic: Systems which can support a wide variety of settings.
- Genre: A game that adheres to certain fictional tropes, such as fantasy or science fiction.
[edit] L
- Live-action: A type of role-playing game physically enacted in a troupe acting style.
[edit] N
- Narrativist: A term from GNS theory describing games in which enjoyment is derived from Collaborative fiction|creating a good story]].
[edit] O
- Online : A type of computer game that uses role-playing game style game mechanics and tropes.
[edit] R
- Rules-heavy: A game system with heavily codified mechanics, usually encompassing a wide variety of possible actions in a game. The opposite of rules-lite.
- Rules-lite: A game system that uses very general mechanics, usually focused on a subset of possible actions in a game. The opposite of rules-heavy.
[edit] S
- Simulationist: A term from GNs theory for games in which enjoyment is derived from deep immersion in a new (simulated) world.
[edit] Terms used by gamers
[edit] B
- Blue booking: One or a few of the players describing activities of their characters in written form, outside of the role-playing session, creating a sort of ongoing character history and resolving actions that don’t involve the rest of the group.[3]
[edit] M
- Monty haul: A pun on Monty Hall problem, when equipment, abilities, and other rewards get out of hand.
- Munchkin: An immature player, especially one who is selfishly focused on dominating play, often by seeking to circumvent the normal limitations placed on characters.
[edit] P
- powergamer : A player focused on system mastery; a min-maxer.[4]
[edit] R
- Roll-playing: A derisive term for rules-heavy games, occasionally to the point of requiring players to focus on game mechanics at the expense of role-playing.[5]
- Rules lawyer: A player who seeks to gain an advantage through manipulation of the game rules.
[edit] T
- Twink: A player who engages in system mastery with an explicit focus of exploiting powerful abilities. Similar to powergamer.
[edit] External links
[edit] References
- ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
- ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
- ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
- ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
- ^ Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, Obsidian Studios. Copyright 1999.