Role-playing game terms

Source: Wikipedia, the free encyclopedia.

Role-playing games (RPGs) have developed specialized terminology. This includes both terminology used within RPGs to describe in-game concepts and terminology used to describe RPGs. Role-playing games also have specialized slang and jargon associated with them.

Besides the terms listed here, there are numerous terms used in the context of specific, individual RPGs such as

List of role-playing games
.

Terms used to play role-playing games

A

C

  • Campaign: A series of adventures.[6]
  • Character: player character: non-player character or game-master character: a fictional character in a role-playing game.[7][8]
  • Character class:is an occupation, profession, or role assigned to a game character to highlight and differentiate their abilities and specializations.[9]
  • 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.[10][11]
  • Character creation: The method used to create a player character.[12][13]
  • Critical: (dice) result (- hit / - failure) with lower probability (natural 1 or 20 on an icosahedron, matched dice, etc.) resulting in a strong fictional/mechanical outcome.[14][15][16]

D

  • Difficulty Class (or DC): A target number to save from an effect.[17][18]
  • Dungeon: An enclosed location that contains hostile NPCs, such as a cave or building.[19][20] A dungeon crawl is a type of scenario in which players navigate a labyrinth type of dungeon, battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find.[21]

F

  • Fumble: Critical failure. syn. Botch.[22]

G

I

  • Initiative : The determination of who goes first and in what order declared actions are carried out.[27][28]

M

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, as opposed to the number rolled plus modifiers.[32]

S

T

Terms used to describe characters

A

  • Advantage: A positive or useful statistic or trait.[citation needed
    ]
  • Attributes: Natural, in-born characteristics shared by all characters. Functional attributes, such as physical strength or wisdom, have a mechanical impact on gameplay while cosmetic attributes, such as visual appearance, allow a player to define their character within the game.[49]

D

P

R

S

Terms used to describe types of games

A

  • Actual play (or live play): A genre of podcast or web show in which people play tabletop role-playing games (TTRPGs) for an audience.[50][51][52] Actual play often encompasses in-character interactions between players, storytelling from the gamemaster, and out-of-character engagements such as dice rolls and discussion of game mechanics.[52]

F

  • Free-form role-playing game: A rules-light style of game that mostly uses social dynamics for its game system.[42]

G

L

  • Live-action (or LARP): A type of role-playing game physically enacted in a troupe acting style.[3][58]
  • Living campaigns (or shared campaigns): A gaming format within the table-top role-playing game community that provides the opportunity for play by an extended community within a shared universe.[59]

N

O

  • Online RPG: A type of computer game that uses RPG-style game mechanics and tropes.[60]

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.[61][62][63][64]
  • Rules-lite: A game system that uses very general mechanics, usually more focused on narrative actions in a game. The opposite of rules-heavy.[61][62][63][64]

S

  • Simulationist: A term from GNS theory for games in which enjoyment is derived from deep immersion in a new (simulated) world.[54]

Terms used by gamers

B

C

  • Crunch: The rules and mechanics of a game.[68]

F

  • Fluff: The setting and ambiance of a game, as distinct from the rules/mechanics, particularly in reference to written descriptive material.[68]

M

  • Monty haul: A pun on
    Let's Make A Deal), when equipment, abilities, and other rewards are awarded more often than the system intends (or in some cases more often than the system is capable of handling).[69][70]
  • Munchkin: An immature player, especially one who is selfishly focused on dominating play, often by seeking to circumvent the normal limitations placed on characters.[71][69]

P

R

  • Rule as Intended (or RAI): The rules with the context of the designers' intent.[72]
  • Rule as Written (or RAW): The rules "without regard to the designers’ intent. The text is forced to stand on its own".[72] Game designer Jeremy Crawford wrote, "In a perfect world, RAW and RAI align perfectly, but sometimes the words on the page don’t succeed at communicating the designers’ intent. Or perhaps the words succeed with one group of players but fail with another".[72]
  • 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.[73][74]
  • Rules lawyer: A player who strictly adheres to the rules as written, and enforces them among all other players.[75][76]

T

  • Twink: A player who engages in system mastery with an explicit focus of exploiting powerful abilities. Similar to powergamer.[77][78]

References

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