RPG Theory Glossary: C
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Index
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Calvinball
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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
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Challenge
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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
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Character Components
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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
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Coherence
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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
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Color
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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.
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Conflict resolution
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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.
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Congruence
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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"
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Creative Agenda
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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
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Credibility
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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
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Cross
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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.
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Crunch
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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
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Crunchy Bits
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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
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Currency
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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
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John H. Kim
<jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008