Role-playing game terms

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Role-playing games

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.

Contents

[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

[edit] C

[edit] D

[edit] P

[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

[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

[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

  1. ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
  2. ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
  3. ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
  4. ^ Masters, Phil. “On the Vocabulary of Role-playing”, The Oracle: Essays. Retrieved 2012-02-18.
  5. ^ Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, Obsidian Studios. Copyright 1999.
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