RPG Theory Glossary:
-
3D Model
-
A classification model of role-playing similar to the
Threefold Model or GNS.
It was originally suggested by Mike Holmes on the Forge, but
was developed further by John Kim and others in discussion.
It has two axes: Focus (Theme, Immersion, or Challenge), and
Centrality of Authorship.
References:
New 3D Model
More on 3D Model
-
-
Abashed
-
Within Ron Edwards' GNS theory, a game design with features of
multiple GNS modes that are contradictory -- but which are easily
correctable by ignoring or altering isolated portions of the
rules (minor Drift). For example, the GM
fudges a bit or rules are conveniently ignored in favor of the
flow of play, and things work fine. Considered a minor form of
Incoherence.
References:
Abashed Vanillaism
Ron Edwards' review of Little Fears
-
-
Actor Stance
-
Originally part of Kevin Hardwick's Narrative Stance Model
, later adopted by Ron Edwards as just Stance.
The original term meant conscious portrayal of character, as opposed
to In-Character Stance which meant acting as
character. Ron Edwards' Actor Stance means deciding on the
character's decisions and actions using only knowledge and
perceptions that the character would have -- but not necessarily
speaking in-character or immersing (see Immersion).
-
-
assumption clash
-
Generally, when participants have different understandings of
how the game-world works that come out in play. For example,
as a player you might think that your tough fighter can kill a
charging boar with his sword with little fear of injury, while
your GM thinks that a boar can easily ignore any sword swing
and will break both his legs. You say "I crouch and prepare
to meet its rush" and get severely mauled. A term from rgfa
discussion.
-
-
Author Stance
-
Originally part of Kevin Hardwick's Narrative Stance
Model, where is was also known as "Director" stance.
It implies playing with a eye towards changing the game or
affecting its development on a metagame level. In Ron Edwards'
adaptation of Stance, these were split into
separate stances. Author Stance includes only only controlling
of the character, while Director Stance is
controlling other parts of the game. Author Stance includes
two sub-categories: (1) "Author" Author Stance where the player
then retroactively suggests motivation the character to perform
the acts in question; (2) "Pawn" Author Stance where the player
does not. See Pawn Stance.
-
-
Balance
-
Often a term used for evenly dividing among the players, or between
PCs and their opposition. However, it may be applied to many things:
character Effectiveness, player power,
Screen Time, or player status and attention.
It has no clear definition within GNS theory, and in general should
always be qualified on what it refers to.
References:
Gamism: Step On Up
-
-
Balance of Power
-
As a role-playing term from The Forge, the distribution of who
has authority to say what happens in a game. This was a term
coined by Hunter Logan, and is essentially the same as the
later-coined term Credibility.
References:
All righty then
Gamism: Step On Up
-
-
Bangs
-
A term from the game
Sorcerer, originally
"those moments when the characters realize they have a
problem right now and have to get moving to deal with it."
In Forge discussion, this has become "introducing events into
the game which make a thematically-significant or at least
evocative choice necessary for a player." See also
Kicker.
References:
Using Kickers & Bangs
Question about Bangs, looking for opinions.
Getting ready- Writing the bangs!
Bangs, bangs and more bangs!
Confused about Bangs...
Bangs, Crises, and Inciting Events
Any bangs for our buck?
Clueless about Bangs
-
-
Beeg Horseshoe Theory
-
A term coined by Jared A. Sorensen in September 2001 for the idea
that GNS Simulationism doesn't really exist as
its own agenda, but rather is a neutral state in-between Gamism and
Narrativism. i.e. G and N were the ends of the horseshoe,
while S is the middle. This was adapted later to the idea of
a plane which was G vs N on one axis, while the other is low
to high Fidelity. What was seen as
GNS Simulationism is in this model high-Fidelity forms of
Gamism and Narrativism.
References:
All-out dissection (LONG AND BRUTAL)
The Beeg Horseshoe Theory
Beeg Horseshoe Theory Revisited
The Roots of Sim II
-
-
The Big Model
-
Ron Edward's term for his general theory of role-playing
interaction, incorporating his ideas on GNS
and further describing role-play as nested subsets of
Social Contract, Exploration,
and Creative Agenda, respectively.
References:
The Whole Model - this is it
Narrativism: Story Now
-
-
Black Curtain
-
Ron Edward's term for the techniques a GM may employ to keep his
use of Force hidden from the other participants
in the game, such that they are at least somewhat under the
impression that their characters' significant decisions are
under their control. See Illusionism.
-
-
Blacow Player Types
-
An early model of player types from the late 1970s by Glen Blacow.
This divided role-players into four groups: "Roleplayers",
"Storytellers", "Power Gamers", and "Wargamers". This was later
adopted by Robin Laws in his book, "Robin's Laws of Good Game
Mastering". Laws includes seven types, however: The Power Gamer,
The Butt-Kicker, The Tactician (i.e. wargamer), The Specialist,
The Method Actor (i.e. roleplayer), The Storyteller, and the Casual
Gamer.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Blood Opera
-
A Forge term for play in which character generation focuses on potentially
irreconcilable differences among at least some of the characters, and
in which scenario generation is designed to put as much pressure on
these differences (and therefore on unexpected alliances as possible).
Notable for high mortality rates among characters, in the manner of
the movie "Reservoir Dogs". The term was coined by Ralph Mazza, Jake
Norwood, and Ron Edwards after playing an especially masochistic
session of
The Riddle of Steel
during Origins 2003.
-
-
Bob
-
Within GNS Narrativist play, withholding response
or otherwise mandating a break in the Premise-addressing action of
play. Coined by Ron Edwards in the "Sex & Sorcery" supplement
for Sorcerer.
-
-
Breaking the game
-
Ron Edwards' phrase from his Gamism essay for exploiting a loophole
in the game such that repetitive behavior overshadows the other PCs
or causes other irreparable problems. Described as
"a dysfunctional technique of Hard Core Gamist play".
References:
Gamism: Step On Up
-
-
Butt-Kicker
-
One of Robin D. Laws seven player types, as part of the
Blacow Player Types. The Butt-Kicker is the
type of player who mainly wants to let off some steam with
"old-fashioned vicarious mayhem".
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Calvinball
-
A term coined by Ron Edwards based on the comic strip Calvin &
Hobbes, meaning making up the rules of a game as it is played,
especially to help the player win. Within Ron Edwards'
Big Model, this is characterized as
"a potentially-dysfunctional technique of Hard Core Gamist play".
References:
Calvinball rules
Gamism: Step On Up
-
-
Challenge
-
Within Ron Edwards' Big Model, the Situation of play
in the Gamist context -- specifically, adversity or imposed risk to
player-characters of any kind.
References:
Gamism: Step On Up
-
-
Character Components
-
The features of a role-playing character. All are present for
all characters, even if one or more is not explicitly part of
the textual rules. See Effectiveness,
Metagame, and Resource.
See also Currency.
References:
Gamism: Step On Up
-
-
Coherence
-
Within GNS theory, this is a general term for play where everyon
shares a focused priority on a single GNS mode or functional
hybrid. Game designs are said to be coherent
if they clearly encourage play of this sort: in particular by
having mechanics which support the GNS mode encouraged by the
text. The opposite is Incoherence.
References:
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
-
-
Color
-
Within Ron Edwards' hierarchical Big Model,
one of the five components of Exploration.
This refers to imagined details about any or all of System,
Character, Setting, or Situation which are added in such a way
that does not change aspects of action or resolution.
-
-
Conflict resolution
-
A Forge term for a resolution mechanic which depends on the
abstract higher-level conflict, rather than on the component tasks
within that conflict. For example, one might roll to get past a
guard -- regardless of whether you bluff, sneak, or fight your way
past him. When using this technique, inanimate objects may be
considered to have "interests" at odds with the character, if
necessary. Contrast with Task Resolution.
-
-
Congruence
-
A term coined by Walt Freitag for play which merges two or more
GNS modes. As he puts it: "A congruent decision is a decision
made by a participant (GM or player) during play that cannot,
on the basis of the visible behavior resulting from the decision,
be categorized as belonging to a specific mode of decision-making
enumerated by the underlying model. In the context of the GNS model
there are exactly four possible congruencies, representing the four
combinations of two or more modes for which a decision may be
ambiguous." Others have disagreed over whether sustained congruent
play is possible.
References:
GNS and "Congruency"
-
-
Creative Agenda
-
Within Ron Edwards' Big Model, the
"aesthetic priorities and any matters of imaginative interest
regarding role-playing", sometimes abbreviated as "CA" on
The Forge. The three CAs are Step on Up
(Gamist), The Dream
(Simulationist), and Story Now
(Narrativist). This concept was referred to as
"Premise" in Ron Edwards' second GNS essay -- but in the current
incarnation "Premise" is specific to Narrativism.
References:
GNS and Other Matters of Role-playing Theory
GNS will fade into the background of RPG Theory
GNS: What is it?
Gamism: Step On Up
The whole model - this is it
-
-
Credibility
-
The power to have a statement accepted into the Shared
Imaginary Space (or diegesis).
In other words, whether what you say is "real" within the
game-world. For example, a player may say "I chop his head off" --
but the statement doesn't have credibility until the GM confirms
by saying "Indeed, you chop his head off." Coined by Vincent Baker
(aka Lumpley) on the Forge as part of
The Lumpley Principle.
References:
Vincent's standard rant: power, credibility, and assent
Player power abuse
-
-
Cross
-
Within GNS Narrativist play, introducing effects
from previous scenes into current scenes, although the scenes do not
contain the same protagonists. Coined by Ron Edwards in the
"Sex & Sorcery" supplement for
Sorcerer.
-
-
Crunch
-
In broad usage, this refers to hard-and-fast mechanics which
require little subjective interpretation -- aka "Crunchy".
As defined in Ron Edwards' Gamism essay, "an application or
type of Challenge, based on high predictability
relative to risk."
References:
Gamism: Step On Up
-
-
Crunchy Bits
-
An idea from Robin Laws' book, where he theorizes that "role-playing
is fantasy shopping for guys" -- where the things shopped for are
superpowers. Crunchy Bits are the products bought, the concretely-
defined powers which players can get.
References:
Robin's Laws of Good Gamemastering
-
-
Currency
-
A Forge term for exchange rate among different character
capabilities, i.e. in-game stats (Effectiveness),
spendable points (Resources), and
Metagame capabilities. In many games, Currency
is explicit in terms of character points, but in principle there is
some currency in all RPGs.
References:
Gamism: Step On Up
-
-
Death Spiral
-
Mechanics which have positive feedback. More specifically, this
refers to wound mechanics which give a penalty to all combat rolls.
This means that once wounded, a character is more likely to be
wounded again, and soon there is an inexorable progression to defeat.
References:
Techniques for Action Pacing in RPGs
Gamism: Step on Up
-
-
Deprotagonize
-
A term coined by Paul Czege on The Forge, meaning to limit or
devalue another person's opportunity to establish their character
as a protagonist during Narrativist play. This is specific to
Paul's use of Protagonism strictly in the limited Narrativist
context.
References:
Is Director Stance Real?
not functionally equivalent to handling a protagonist
-
-
DFK
-
Short for Drama, Karma, and Fortune, as originally presented in
the game Everway by
Jonathan Tweet, and adopted by Ron Edwards in his GNS theory.
The terms refer to the resolution mechanics of a given game,
which may include any combination or blending of the three.
Drama is deciding on the basis of what makes the best story.
Fortune is deciding on the basis of a randomizer. Karma is
deciding based on the defined character abilities and
difficulty.
References:
System Does Matter
-
-
Diceless play
-
Literally, play without dice. However, this most commonly is used
to mean play without any sort of randomizer -- including cards,
spinners, or rock-paper-scissors.
References:
Dice and Diceless: One Designer's Radical Opinion
-
-
Diegesis
-
The fictional reality being portrayed by the game. A term from
film and narrative theory borrowed by Nordic role-playing theory.
It is discussed extensively in "Beyond Role and Play".
This is essentially the same as the Forge term
Shared Imaginary Space.
References:
As Larp Grows Up
Beyond Role and Play
-
-
Director Stance
-
Originally from Kevin Hardwick's Narrative Stance Model
, later adopted by Ron Edwards as just Stance.
The original included any thinking parallel to a film director, while
Edwards separated Author and Director as separate stances.
In the latter, Director stance means the player determines
things beyond character actions based on meta-game
priorities -- i.e. action separate from the character's knowledge
or ability to influence events. The player thus determines
context, timing, and spatial circumstances of those actions,
or even features of the world separate from the characters.
Director Stance is often confused with narration of an in-game
event, but the two concepts are not necessarily related.
-
-
Dramatism
-
A term from the rgfa Threefold Model. It is
defined as the style which values how well the in-game action
creates a satisfying storyline. Different kinds of stories may
be viewed as satisfying, depending on individual tastes, varying
from fanciful pulp action to believable character drama. It is
the end result of the story which is important. However, on
The Forge it came to represent only a subset where the story
was directed by the GM -- distinct from Narrativism. In GNS
theory, it is considered a problematic term and not included in
later discussions.
References:
The Threefold Model
Dramatism, what is it?
-
-
The Dream
-
Within Ron Edwards' GNS theory, the characteristic phrase of GNS
Simulationism. It is defined as "commitment
to the imagined events of play, specifically in-game cause and
pre-established thematic elements".
References:
Simulationism: The Right to Dream
What is the Dream?
-
-
Drift
-
Within Ron Edwards' GNS theory, movement from one GNS mode to another
during the course of play, which involves changing or ignoring of the
game and rules as written. It can be relatively simple, as in the
case of Abashed design. However, it is distinct
from Transition which is change GNS mode using
rules which are designed for that purpose.
References:
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
-
-
Dysfunction
-
Common Forge term, meaning simply role-playing which is not fun.
-
-
Effectiveness
-
As Character Components, any quantities used
to determine success or extent of an action. In other words,
attributes and skills, and many advantages and disadvantages which
modify rolls. It does not include things like drama points or hit
points that are spent as a result of actions. Term coined by
Ron Edwards in his Gamism essay.
References:
Gamism: Step On Up
-
-
Egri, Lajos
-
The author of "The Art of Dramatic Writing" (1946) and "The Art
of Creative Writing". An inspiration for the definition of
GNS Narrativism. See Premise.
-
-
El Dorado
-
A term coined by Paul Czege for searching for a simulation-like
system which will support GNS Narrativism without breaking suspension
of disbelief. Since then, other have used it to mean Transition
from Simulationist to Narrativist play without noticeable Drift
in the rules-use.
References:
Simulationism and Narrativism under the same roof
El Dorado
-
-
Exploration
-
Term invented by Scarlet Jester on the Gaming Outpost as part
of GENder Theory, and adopted by The Forge.
Broadly speaking, this is the process of establishing fictional
events interactively -- i.e. the central process of role-playing.
The act of exploration creates a diegesis or
Shared Imaginary Space. It can be subdivided
into components. Scarlet Jester suggested three components:
Character, Setting, and Situation. Ron Edwards suggests five:
the previous three plus System and Color.
References:
The Threefold Model
GNS and Other Matters of Role-playing Theory
-
-
Fantasy Heartbreaker
-
Ron Edwards' term for a number of fantasy games, characterized by
(1) the basic, imaginative content is "fantasy" using gaming,
specifically D&D, as the inspirational text; (2) independently
published as a labor of love, essentially competing directly with
D&D in the marketplace; (3) the rules are similar to the
majority of pre-1990s RPGs.
References:
Fantasy Heartbreakers
More Fantasy Heartbreakers
-
-
Fidelity
-
A term used in discussion of Beeg Horseshoe Theory
to refer to verisimilitude/integrity. Within that theory, Fidelity
is essentially an overall measure of Simulationism-ness. The
Simulationism definition emphasizes internal causality (i.e.
"Exploration squared"). In parallel, Fidelity refers to a
consistency requirement, but not necessarily realism. This is
a minimum requirement -- i.e. you can be more consistent without
dysfunction, but dropping below Fidelity requirement that causes
problems (i.e. clash of priorities). Fidelity can relate to
individual Exploration elements rather than being a single axis.
References:
Beeg Horseshoe Theory Revisited
-
-
Firewalling
-
The practice of not letting Out-of-Character and/or meta-game
information which you know as a player affect your decisions
in play, which can apply to both the GM and the player.
-
-
Force
-
A Forge term for control over the protagonist characters'
thematically-significant decisions by anyone who is not the
character's player. It is considered an awkward term by Ron Edwards
because of (1) its sense of imposed mandate and strength-in-control,
and (2) its parodic Star Wars connotation. Originally called
"GM-oomph" (Ron Edwards), then "GM-Force" (Mike Holmes).
See also Railroading.
References:
Illusionism: a new look and a new approach
IntCon vs GM Oomph?!
-
-
Fortune
-
Part of DFK from Everway, by Jonathan Tweet.
This is using a randomizer to determine the result of an action or
conflict.
-
-
Fortune-at-the-End
-
Employing a Fortune mechanic (dice, cards, etc) following
the full descriptions of actions, physical placement, and communication
among characters. See "Fortune in the Middle"
and associated links.
-
-
Fortune-in-the-Middle
-
Employing a Fortune mechanic (dice, cards, etc) prior
to fully describing the specific actions of, physical
placement of, and communication among characters. The Fortune
outcome is employed in establishing these elements
retroactively. This technique may be employed with the
dice/etc as the ultimate authority of success or failure
(e.g. Sorcerer) or with the dice/etc outcome being potentially
adjusted by a metagame mechanic (e.g. Hero Wars).
References:
Ron Edwards' review of Hero Wars
Alyria forum
-
-
Fourfold
-
A vague term for any four-way split, used in multiple contexts for
RPGs. (1) On RGFA, this was used for an extension
of the Threefold Model which added a mode for
Social gaming. (2) A reference to the four player types suggested
by Glen Blacow, aka the Blacow Player Types.
-
-
Freeform
-
A common term used for a variety of meanings. (1) In tabletop play,
it can means play with no explicit set of rules -- where resolution
is improvised with or without dice. (2) Alternately, it can mean
play with a simple and loosely-defined set of rules such as
Fudge by Steffan O'Sullivan, or Over the Edge by
Jonathan Tweet. (3) In Australia and in other LARP communities,
this tends to mean a dramatic type of Live-Action role-playing
event which has no predicted plot. Instead, the players take a
set of predefined PCs and simultaneously interact in a single area
with minimal GM intervention or NPCs. Characters in a freeform
are usually motivated by pre-set goals, which can be met through
investigation, negotiation with other characters, and team-work.
-
-
The Gamble
-
Within GNS theory, an application or type of Challenge,
based on high risk relative to predictability. Coined by Ron Edwards
in his Gamism essay.
References:
Gamism: Step On Up
-
-
Gamism
-
Broadly, styles of play with an emphasis on challenge and/or
competition. Coined in May 1997 on rgfa by Jim Henley. Within
the Threefold Model, it is defined as the
style which values setting up a fair challenge for the players
(as opposed to the PCs) -- which may be tactical combat, murder
mysteries, politics, or any other test of player skill. In later
versions of Ron Edwards' GNS model, it is defined by the phrase
Step On Up. It demands performance with risk,
conducted and perceived by the people at the table. The social,
real-world risk is usually a minor amount of recognition or esteem.
References:
"Re: Definition of Simulation"
The Threefold Model
GNS and Other Matters of Role-playing Theory
Gamism: Step On Up
-
-
GENder Theory
-
A theory originally proposed on the Gaming Outpost forums by
Scarlet Jester in 2001. This was a modification of the
Threefold Model from rgfa,
and Ron Edwards' original GNS. However, GEN
replaces "Simulationism" with "Explorationism".
References:
The Threefold Model
-
-
Genre
-
Broadly, a set of stories which are similar in some ways.
A genre convention is anything which that set of stories have
in common. This is a tricky term in use, however.
References:
GNS and Other Matters of Role-playing Theory
Understanding Genre in Roleplaying
-
-
GNS
-
A model developed by Ron Edwards at Gaming Outpost and the Forge,
an acronym for Gamism / Narrativism / Simulationism.
It was influenced by the Threefold Model from
rgfa and Scarlet Jester's
GENder Theory. However, it has also expanded
to be more comprehensive than just the three categories, sometimes
referred to as "The Whole Model" or "The Big Model".
References:
System Does Matter
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
Gamism: Step On Up
Narrativism: Story Now
-
-
Group Contract
-
Originally a term from rgfa, defined as
the set of conventions the players and GM agree on: including
rule system, but also issues like "The GM will fudge things so
PCs won't die pointless deaths", or "Pulp genre conventions take
precedence over common sense", or even "Don't let the cat in
while we play: she bites legs." A similar concept arose in
GNS theory, termed Social Contract.
-
-
Hard Core
-
(1) In general, this means players who are especially dedicated to
anything. Thus, hard-core medieval LARP players might sew their
own clothes, while hard-core storytelling players might study
narrative theory for years. (2) A coin termed by Ron Edwards in
his Gamism essay for Gamist play with minimal or even absent
Exploration.
References:
Gamism: Step On Up
-
-
Heartbreaker
-
See Fantasy Heartbreaker.
-
-
Hybrid
-
Within the GNS model, either a system or game with elements facilitating
multiple GNS priorities. Hybrids of two GNS modes are widely well
accepted as part of the GNS model, with
The Riddle of Steel
often being cited as an example. However, three-way hybrids
are not. See also Congruence.
References:
Ron Edwards' review of The Riddle of Steel
-
-
IIEE
-
Short for Intent, Initiative, Execution, and Effect, referring
to the relationship between announcements of action by real
people and the establishment of those actions into the shared
imaginary game-world. How actions and events in the imaginary
game-world are resolved in terms of real-world announcement and
imaginary order of occurrence.
References:
The four steps of action
What is IIEC?
-
-
Illusionism
-
A term for styles where the GM has tight control over the
storyline, by a variety of means, and the players do not recognize
this control. Coined by Paul Elliot on the Gaming Outpost in
January 2001. See also Participationism.
References:
I am a 13th Level Illusionist (!)
What is Illusionism?
Illusionism: a new look and a new approach
Illusionism and GNS
-
-
Immersion
-
This is used to mean varying states of being involved in the game.
It may refer to close emotional identification with one's PC,
and/or narrow focus on the in-game reality (diegesis), and/or
actively trying to cut out meta-game information and view things
from the Point-of-View of your character.
References:
Feeble attempt at defining immersion
thoughts on why immersion is a tar baby
Immersive Story: A View of Role-played Drama
-
-
The Impossible Thing Before Breakfast
-
A term coined by Ron Edwards for the hypothetical phrase: "The GM
is the author of the story and the players direct the actions of
the protagonists." He suggests that this concept is widely repeated
across many role-playing texts -- but the essence of it is contradictory.
References:
GNS and Other Matters of Role-playing Theory, Chapter Five
Narrativism: Story Now
-
-
In-Character
-
This is a broadly-used term with multiple meanings. (1) Direct
in-character speech and action -- i.e. when the player and the PC
are exactly one-for-one equivalent. (2) Any described action
of a PC which is consistent with the imagined character.
(3) Thinking in-character, i.e. In-Character Stance.
-
-
In-Character Stance
-
One of the four stances from Kevin Hardwick's Narrative
Stance Model. This refers to the view of the game from
within the inside of the game world and its reality, usually from
within the mind of a player character living within that reality.
The player is thinking as the character -- he doesn't
acknowledge Out-of-Character (OOC) information and tries to
concentrate on what the character is experiencing.
-
-
Incoherence
-
Within GNS theory, play which includes incompatible combination
of GNS priorities. This can mean clash of priorities among
players (i.e. one player wants to just live as her character while
another wants to defeat his enemies). It can also mean clash
within a game design. A commonly cited example is a game like
Vampire: The Masquerade which claims to pursue story, but
the mechanics (supposedly) do not support this.
Abashedness is a term for a minor, correctable
form of Incoherence.
-
-
Intuitive Continuity
-
A term coined in the game
Underworld. This is a method of GMing RPG sessions
where the GM uses the players' interests and actions during
initial play to construct the back-story of the scenario
retroactively.
-
-
Karma
-
Part of DFK from Everway, by Jonathan Tweet.
This is determining the result of an action or conflict by
non-random comparison of character ability and the opposing
forces.
-
-
Kicker
-
A term from the game Sorcerer:
"The Kicker is an event or realization that your character has experienced
just before play begins. It catalyzes him or her into action of some sort."
See also Bangs.
References:
Rethinking the Kicker
Using Kickers & Bangs
What makes a good Kicker?
Odd Kicker Question
The Hell is a 'Kicker'?
Prescribing the kicker
-
-
LARP
-
Acronym for "Live-Action Role-Playing". This label typically includes
a wide variety of games -- including "boffer" games which allow contact
with padded weapons, as well as verbal LARPs such as Mind's Eye Theater
which have no touching but allow players to move about freely. These
generally have more players and are spread over a wider area than
tabletop games. The action is primarily in real time and the location
of the player represents the location of the character. The players
are able to interact in real time with each other without having a
moderator present (although a moderator may be called in for certain
exceptional functions).
References:
LARPs
Comedic Narrativism and the Arabian Nights LARP
Team creation / social contract questions
LARP and GNS: Narrativist techniques?
-
-
Lasersharking
-
A tongue-in-cheek term on the Forge for the presence of over-the-top
cool powers or other extreme features to game elements. From a comment
and subsequent discussion on the Forge, "If a gamer had made
Jaws it would not have been a shark but a shark with a laser on its
head." (a reference to the movie, Austin Powers).
References:
Sharks With Lasers On Their Heads!!
-
-
Layering
-
The relationship between the initial numbers derived for a
character (e.g. attributes) to the numbers eventually used
most commonly in play (Effectiveness Values; e.g. combat
to-hit values). The more steps of derivation, the more the
system is said to be layered. A term coined by Ron Edwards.
References:
Character currency
Traits + Skills
Simulationism: The Right to Dream
-
-
The Lumpley Principle
-
"System (including but not limited to 'the rules') is defined
as the means by which the group agrees to imagined events
during play." The author of the principle is Vincent Baker,
whose Forge username is "Lumpley".
References:
Vincent's standard rant: power, credibility, and assent
Player power abuse
-
-
Metagame
-
A broadly-used term with multiple meanings.
(1) Most commonly, this means dealing with concerns of the
players and GM, as opposed to the characters in the gameworld.
Examples of metagame concerns could include spotlight time,
plot scripting, and who brought the munchies. i.e. External
to the diegesis.
(2) Within GNS theory, this is a Character Component
including all positioning and behavioral statements about the character,
as well as player rights to override the existing Effectiveness rules.
(3) Within Ron Edwards' layered model, all aspects of play that
concern non-Explorative matters or priorities -- i.e. Social
Contract and GNS mode (aka Creative Agenda).
-
-
Metagame mechanics
-
Traditionally, mechanics which are not representative of in-game
reality. For example, plot points or Drama Deck cards would be
examples. In Ron Edwards' Big Model, this is
termed as "where System and Social Contract meet, without Exploration
as the medium."
-
-
Metaplot
-
A widely-used term for an overarching plot which appears in published
RPG books, such that over many published books (including several
game series from White Wolf) you can read about the adventures of
these characters. How this is supposed to apply to ongoing games
is a matter of considerable debate.
-
-
Method Actor
-
A common term for players who immerse heavily in character (cf.
Immersion). This corresponds to the "roleplayer"
type of the Blacow Player Types, which was later
renamed by Robin Laws as the "Method Actor" in his seven player
types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Munchkin
-
Broadly, a small or immature person (from The Wizard of Oz
film). In gaming, it is a derogatory term which can suggest
various behaviors considered immature, such as Power
Gaming or Gamism or
Hard Core play.
References:
The Munchkin's Guide to Power Gaming
-
-
Narrative Stance Model
-
This is the term for a model originally proposed by Kevin Hardwick
on rgfa in July 1995. It proposes four
'Narrative Stances', namely: in-character, audience, actor,
and director (which was later re-named "author").
References:
Kevin Hardwick's "Narrative and Style"
John Kim's rgfa FAQ, Part 0
-
-
Narrativism
-
One of the three modes (or Creative Agendas) of
the GNS Model, defined as play "in which Premise is
addressed through play". It's defining phrase is
Story Now.
References:
GNS and Other Matters of Role-playing Theory, Chapter Five
Narrativism: Story Now
-
-
No Myth of Reality
-
A term coined by Fang Langford on The Forge (often simply "No Myth")
for a style of play where all setting and situation are left undefined
until necessary for the story. i.e. There are no maps, but rather
places are invented when needed for the storyline. Instead of
background, play is guided by genre expectations.
References:
I Have Seen El Dorado!
No Myth playing
No Myth PCs
-
-
Open Play
-
A form of Threefold Simulationist play which is primarily directed
by the players. The GM responds to the players with what would
logically happen given the background, but does not force prepared
adventures on the PCs. It is unclear or undetermined what this
corresponds to within GNS terms. The term was coined by Mike Holmes
on the Forge.
References:
Plotless but Background-based Games
Open Play for the Soul
-
-
Ouija-board role-playing
-
A term coined by Ron Edwards in his Narrativism essay for:
"a form of Illusionism practiced among all
the participants upon one another to conceal both Step On Up
and Story Now priorities from one another."
References:
Narrativism: Story Now
-
-
Out-of-Character
-
Generally, the opposite of In-Character.
This is a common term with multiple meanings.
-
-
Participationism
-
A term coined by Mike Holmes for play where the GM is fudging
results behind the scenes to result in story qualities to the
play. This is distinct from Illusionism,
however, in that the players are aware and active partners in
this process.
References:
Looking deeper into Intuitive Continuity
Participationism?
Participation / Illusionism
Does Module Play Equal Participationism?
-
-
Pastiche
-
Within general art, this usually refers to an often light-hearted
imitation of another artist's style. More broadly, this can refer
to art which uses the style or pieces from an earlier production
as central pieces. This can be poor imitation (like much of
fan fiction and fantasy literature), but can also be innovative,
such as the film Moulin Rouge which used verbatim popular
songs in an unusual musical.
References:
Narrativism: Story Now
Pastiche in Roleplaying
-
-
Pawn Stance
-
Within Ron Edwards' concept of Stance, play
where the player does not retroactively provide in-character
motivation to perform the actions just done. Pawn Stance is
often identified with Gamist play, but it is not defined as such
and the association is considered false by some.
-
-
Pervy
-
An obselete Forge term for game-play in which the GNS mode calls
for close use of non-traditional techniques such as Director stance
for playes -- as opposed to Vanilla. This was
more generally expressed by the idea of Points of Contact,
which concerns the degree to which System is explored.
References:
Vanilla and Pervy
Pervy in my head
-
-
Points of Contact
-
A term coined by Steve Dustin on The Forge, and adopted by Ron Edwards,
for the steps of rules-consultation, either in the text or internally,
per unit of established imaginary content. High points-of-contact
means that the system is involved closely with the process, though
these not be numeric or mechanical. Low points-of-contact are
bundled into a few conceptual steps, though these can still be
strict and binding. Thus, this is not the same as rules-heavy
vs rules-lite.
References:
Vanilla and Pervy
Pervy in my head
Cannot stand cutesie-poo terms
Pervy Sim, points of contact, accessibility
-
-
Postmodern
-
As an artistic movement, this is characterized by art which celebrates
its own lack of specific and unitary authorship. Postmodern art
emphasizes that meaning is created by the reader and the culture,
not by the absolute rule of a single author. This brings up
interesting issues of what would constitute postmodernism in RPGs.
References:
Hackmaster: The Postmodern RPG
Postmodern? Huh?
-
-
Power Gamer
-
A common term with various meanings, though most are similar.
(1) General term for players who seek to make their PCs as powerful
as possible, often trying to find ways to manipulate or overcome the
GM interference. (2) One of the four types in the
Blacow Player Types which was adopted by Robin Laws
for his seven player types. (3) Within Ron Edwards' GNS theory,
"a potentially dysfunctional technique of Hard Core
Gamist play, characterized by maximizing character impact on the
game-world or player impact on the dialogue of play by whatever
means available."
References:
The Munchkin's Guide to Power Gaming
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
Gamism: Step On Up
-
-
Premise
-
Within GNS Narrativist play, a moral or ethical question
concerning human interactions -- adapted by Ron Edwards from
the writings of Lajos Egri. Within fiction
writing, this starts as an ideological challenge or question.
The course of the plot then answers this challenge with a
message or theme -- a judgmental statement about how
to act, behave, or believe.
References:
Narrativism: Story Now
-
-
Prima Donna
-
A term coined by Ron Edwards in his Narrativism essay, for a
Narrativist player who engages in Premise-addressing, but will
not share screen time or Premise-significant decision-making time
with other participants. An extremely dysfunctional subset of
Narrativist play.
References:
Narrativism: Story Now
Chris Lehrich on "Committed Passive Players"
-
-
Protagonism
-
A term commonly used on The Forge with two meanings which
unfortunately often mix-up player and character. It can mean
(1) the characteristic of the main characters of stories of
any type, or (2) power given to the player of a character
during role-playing to control his thematic choices, often
associated with Narrativist play.
-
-
Railroading
-
Broadly-used term for linear plotting in RPGs. (1) GM behavior
when the planned scenario requires a particular sequence of
events/scenes leading to a particular ending. The GM ensures
that it arrives there by a variety of means. This is generally
pejorative, but is sometimes defended as valid as long as it is
not overused. (2) On the Forge, a purely negative term for GM
behavior that breaks the Social Contract via
the GM controlling a player-character's decisions or opportunities
for decisions.
References:
So... What is Railroading? (Using Illusionism Terminology)
Railroading, Star Wars, and more
Railroading Fun
-
-
Relationship Map
-
In general, diagramming relations between characters by arrows
or other lines between them -- a technique from fiction writing.
In RPG, it is suggested in "The Sorcerer's Soul" supplement for
Sorcerer as a technique
to help with scenario preparation. That recommends creating a map
with only bonds of family relationship and sexual contact.
See also Storymap
References:
Relationship maps
relationship maps and all that jazz
-
-
Resource
-
As a Character Component, any available usable
pool upon which Effectiveness or Metagame mechanics may draw, or
which are reduced to reflect harm to the character.
References:
Gamism: Step On Up
-
-
Reward System
-
Enjoyability payoff that prompts further play, usually
expressed in Explorative terms but not restricted to
Exploration.
References:
Gamism: Step On Up
-
-
RGFA
-
Short for rec.games.frp.advocacy, a Usenet newsgroup where
much RPG theory discussion took place particularly from 1996 to 1999.
This forum was the origin of the
Threefold Model and
Narrative Stance Model.
References:
RGFA at Google Groups
John Kim's rgfa info
-
-
Role Levels
-
A concept suggested by Ron Edwards for levels of player involvement:
(1) The player's social role in terms of his character -- the
mom, the jokester, the organizer, the placator, etc. (2) The
character's thematic or operational role relative to the
others -- the leader, the brick, the betrayer, the ingenue,
etc. (3) The character's in-game occupation or social role --
the pilot, the mercenary, the alien wanderer, etc. (4) The
character's specific Effectiveness values -- armor rating,
weapon attributes, specific skills and their values, available
funds, etc.
References:
The class issue
-
-
Scene Framing
-
In general, the technique of skimming through time in the game to a
particular time and place of interest. This is ubiquitous in
tabletop role-playing, though not completely necessary. Some
systems specifically address Scene Framing, such as
Trollbabe, which has
mechanics for how a scene is established.
References:
Scene Framing
Scene Framing and octaNe
Scene Framing
-
-
Screen Time
-
How much attention is paid to a player's actions by the GM and
other players -- analogous to how much time a movie character spends
on-screen. Also known as "Spotlight Time".
-
-
Setting
-
In general, the fictional game-world within which a game is set.
Within Ron Edwards' Big Model this is one of
the five components of Exploration.
-
-
Shared Imaginary Space
-
A Forge term coined by Fang Langford for the fictional events which
occur during play. Synonymous with diegesis
and exploration.
References:
Railroading, Star Wars, and more
Beeg Horseshoe Theory Revisited
Clarifying Simulationism
-
-
Simulationism
-
A term used in the Threefold Model, the
GNS Model, and GENder Theory.
In the original Threefold, it is defined as the style which values
resolving in-game events based solely on game-world considerations,
without allowing meta-game concerns to affect the decision.
In GENder and later GNS articles, it is instead defined in
terms of prioritizing Exploration and
The Dream.
References:
The Threefold Model FAQ
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
Threefold Simulationism Explained
-
-
Simulationist-by-habit
-
A term from the Forge coined by Jesse Burneko for a form of
synecdoche which defines "role-playing" according to certain
historically-widespread Simulationist approaches to play.
A good example is: "The system's job is to provide the physics
of the game-world".
References:
Questions About How To Read The Descriptions of Demon Powers
Deadlands and Trial
-
-
Situation
-
In narrative theory terms, this is the circumstances of the main
characters of a narrative. Within Ron Edwards'
Big Model, this is one of the five components
of Exploration.
-
-
Social Context
-
How role-playing as an activity relates to one's social life in
general. In particular, it concerns whether you game with people
who you would not otherwise spend time with -- or whether you
game with your close friends and relations.
References:
Social Context
Self-image
Gay culture / Gamer culture
What does role-playing gaming accomplish?
Christian gamers and self-esteem
Sexism in gaming
-
-
Social Contract
-
Within GNS theory, the sum of all interactions
and relationships among members of the role-playing group.
All role-playing is a subset of the Social Contract. This is
similar to the earlier definition of Group Contract
from rgfa.
-
-
Specialist
-
One of Robin Law's seven player types, expanded from the four
Blacow Player Types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Stakes
-
In GNS theory, what stands to be lost and/or gained during Gamist play;
the term may be applied at either or both Step on Up or Challenge
levels of play.
References:
Gamism: Step On Up
-
-
Stance
-
Cognitive position of real person to fictional character.
This originates from Kevin Hardwick's Narrative
Stance Model on rgfa. However, usage on The Forge
differs. The original model had four stances: in-character,
audience, actor, and director. The Forge refers to only three
stances: Author, Actor,
and Director. A fourth stance,
Pawn, is sometimes separated out from Author.
References:
Is Director Stance Real?
Further on Stances
Making Stuff Happen non-Stance
Stance Theory: The Hegemony of One Character
-
-
Step On Up
-
Within the GNS model, the characteristic phrase of
Gamism. It is defined as "social assessment
in the face of risk".
References:
Gamism: Step On Up
-
-
Story
-
A tricky term. Most theorists agree that the concept of "story" is
more specific than just a fictional series of events. Thus, RPG
play may not create a "story" even though it plays through fictional
events. However, the qualities of a story are nebulous. It generally
has a message -- so a story has a beginning and an ending which
resolves a conflict into some sort of moral message.
References:
Story and Narrative Paradigms in RPGs
Narrativism: Story Now
-
-
Story Now
-
Within the GNS model, the characteristic phrase of
Narrativism. This is defined as the mode
(or Creative Agenda) "in which Premise is
addressed through play".
References:
Narrativism: Story Now
-
-
Storymap
-
A technique of scenario presentation in which all participants
present situations, locales, problems, and characters -- after which
most of the participants choose characters to play individually.
A term from the upcoming game "Legends of Alyria".
References:
Legends of Alyria Official Site
-
-
Storyteller
-
A term used for many things. (1) A game system and series of
individual games published by White Wolf. (2) A term for the
gamemaster used in White Wolf and other games. (3) One of the four
Blacow Player Types which was adopted by Robin Laws
for his seven player types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Synecdoche
-
In general English, a figure of speech in which a part is used for
the whole (as hand for sailor) or the whole for a part (as the law
for police officer). It is cited by Ron Edwards as a frequent
conceptual mistake in understanding of the GNS
model -- essentially using the three categories to pidgeonhole
play, or associating all of role-playing with only one category.
References:
GNS and Other Matters of Role-playing Theory
-
-
System
-
A broadly used term with multiple meanings. It often is used to
mean all mechanics within a published game, including character
creation, conflict or task resolution, experience, and any other
text phrased as a rule to the players. On the Forge, "System" is
sometimes defined as "the means by which imaginary events are
established during play" (see the
Lumpley Principle).
-
-
Task resolution
-
A technique in which the resolution mechanisms of play focus on
within-game cause, in linear in-game time, in terms of whether
the acting character is competent to perform a task. Contrast
with Conflict resolution.
-
-
Threefold Model
-
A concept which arose in discussion on the forum rec.games.frp.advocacy
around May to August of 1997. The name was coined by Mary Kuhner, in
a July 1997 post. It suggested a three-way split of role-playing
styles: Dramatism, Simulationism, and Gamism.
References:
The Threefold Model
-
-
Trailblazing
-
A term coined by M.J. Young on The Forge for a style of play
where the GM marks out a potentially interesting storyline, but
allows the players to ignore it and instead go elsewhere.
References:
Does module play equal Participationism?
-
-
Transcript
-
An account of the imaginary events of play without reference to
any role-playing procedures. A transcript may or may not be a
story.
-
-
Transition
-
Within GNS theory, changing from one Creative Agenda to another
through the course of play. This is distinct from
Drift in that it is in principle supported
by the rules rather than requiring changing them. The game
Scattershot was designed with Transition in mind. The
term was coined by Scattershot author Fang Langford.
References:
Transitioning to Gamism
About what Scattershot's about (GNS yipyap included)
Simulationism: The Right to Dream
Narrativism: Story Now
-
-
Transparency
-
Rules design that does not call attention to the rules in
operation. In general, it suggests rules that are intuitive,
though different people may find different systems intuitive.
It is generally considered a problematic term on The Forge.
References:
Transparency
Transparency again
-
-
Turku role-playing
-
A mode of play first presented as a manifesto by role-players in
Turku, Finland. They call for in-character feeling and thinking
to be given the highest priority, to such an extent that even
communicating the experience to others is secondary. Within GNS
terminology, this could be described as: Simulationism, Character
Exploration, mainly Drama or low Points-of-Contact Fortune mechanics,
highly reinforced through an explicit Social Contract.
References:
Turku School Archive
LARP manifesting
Dogma 99
-
-
Turnin'
-
A term from Ron Edwards' Gamism essay for conflict among PCs,
short for "Turnin' on each other".
References:
Gamism: Step On Up
-
-
Typhoid Mary
-
A term from Ron Edwards' Narrativism essay for GMs who railroad
in the name of "a better story". The GM is trying to address
Premise in a Narrativist manner, but is actually undercutting
the Narrativist priority.
References:
Narrativism: Story Now
-
-
Underbelly
-
A term coined by Ron Edwards on The Forge for a technique of
preparation and play using a canonical setting and storyline,
known to all participants, in which the events of play create
a "hidden" storyline to enrich and reinforce the primary one,
which is treated as a creative constraint. Also called
"inverse metaplot."
References:
Metaplots, railroading, and settings
Open/closed setting (Pyron's woes take 165)
-
-
Universal
-
General term for an RPG system intended for multiple settings. The
difference between a "universal system" (like GURPS) and a "house system"
(like Storyteller) is largely one of publishing -- i.e. do you publish
core rules and then modifications to those, or do you publish tailored
rule sets with the modifications already applied? This can be a
controversial topic on The Forge.
References:
universal vs specific systems
General views on Universal systems?
-
-
Vanilla
-
An obselete Forge term for game-play in which the GNS mode is
easily-accessible and requires few if any complex rules-techniques --
as opposed to Pervy. This was more generally
expressed by the idea of Points of Contact,
which concerns the degree to which System is explored.
References:
Vanilla and Pervy
Pervy in my head
-
-
Vanilla Narrativism
-
Narrativist play without notable use of the following
techniques: Director Stance, atypical distribution of GM tasks,
verbalizing the Premise in abstract terms, overt rules
concerning narration, and improvised additions to the setting
or situations. People who typically play in this fashion often
fail to recognize themselves as Narrativists.
References:
Abashed Vanilliaism
Dramatism as Vanilla Narrativism
Vanilla Narrativism
-
-
Virtuality
-
A term coined by Ben Lehman on The Forge for "the quality of unity
and robustness of the shared imagined space, manifest in both in
John Kim's descriptions of RGFA Simulationism and in the structures
of Universalis." This is considered essentially a synonym
for the original meaning of Simulationism
within the Threefold Model.
References:
Subtyping Sim
Virtuality and Ouija Boards
-
-
Wargamer
-
One of the four
Blacow Player Types which was adopted by Robin Laws
as one of his seven types, renamed the "Tactician". This type of
player mainly wants to think his way through complex tactical
problems. This is similar to the concept of the
Gamist mode of play.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
-
-
Weave
-
Within GNS Narrativist play, a GM technique of
bringing NPC activities closer to the player-characters and to
introduce multiple responses among NPC and player-character actions.
Coined by Ron Edwards in the "Sex & Sorcery" supplement for
Sorcerer.
-
-
Wheedler
-
A term coined by John Kim on The Forge and prior discussion.
This is one of two types of power gamers, the other being a
"rules-lawyer". A wheedler gets his way by directly influencing
the GM and other players -- often by packaging personal power
with what the GM wants.
References:
Conflict Resolution and Gamism
-
-
Whiff Factor
-
The effect of a high failure-rate for a given Resolution mechanic,
especially when the rate does not accord with the character's
expected competence.
-
-
Wimpiness
-
Within GNS Gamist play, a dysfunctional form
of Gamism characterized by poor sportsmanship -- i.e. the
unwillingness to accept a loss.
-
-
Zilchplay
-
A term coined by Walt Freitag for an instance of play which is
not prioritizing any of the three Creative Agenda
possibilities in GNS. It is role-playing without doing anything
that is unexpected by the other participants. As he defines it,
zilchplay has an an agenda: "being told a story while engaging in
manipluation of some arcana that makes it appear and feel that
you're doing something of greater import than that."
References:
Understanding: the "it" of Simulationism
zplay - liberating Sim and embarrassing Exploration!
-
John H. Kim
<jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008