references/forge_glossary.txt
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     1 The Forge </> 	The Internet Home for Independent Role-Playing Games
       
     2 About the Forge </about/> | Support The Forge </donate.php> | Articles
       
     3 </articles/> | Reviews </reviews/> | Resource Library </resources/> |
       
     4 Forums </>
       
     5  
       
     6 
       
     7 
       
     8   The Provisional Glossary
       
     9 
       
    10 by Ron Edwards <sorcerer@sorcerer-rpg.com
       
    11 <mailto:sorcerer@sorcerer-rpg.com>>
       
    12 Copyright 2004 Adept Press
       
    13 
       
    14 Many thanks to Vincent Baker, Emily Care Boss, Steve Samson, Julie
       
    15 Stauffer, and Ralph Mazza for their help with the first draft for this
       
    16 project.
       
    17 
       
    18 As the title implies, this is a provisional version of what I hope will
       
    19 become a standing Glossary for the Forge. Everyone is invited to comment
       
    20 according to the following guidelines:
       
    21 
       
    22     *
       
    23 
       
    24       We can debate endlessly about the exact perfect phrasing for a
       
    25       definition, but let's not. Please take into account that at least
       
    26       a hundred other people have just as much justification for their
       
    27       favored phrasings as you do for yours. If you propose an alternate
       
    28       phrasing, please do so by backing up your point with thread
       
    29       references.
       
    30 
       
    31     *
       
    32 
       
    33       The purpose for the Glossary is solely to provide help to people
       
    34       as they enter into discussions at the Forge. It is not supposed to
       
    35       be the primary teaching instrument for any concept, nor is it a
       
    36       belief system that must be accepted or agreed with in order to
       
    37       participate.
       
    38 
       
    39 The main reason this whole thing has taken so long is that I do not see
       
    40 an easy way to separate a Forge Glossary authored by myself from a
       
    41 presentation/essay about my particular take on issues discussed at the
       
    42 Forge. It is flatly impossible for me to please everyone by representing
       
    43 all of their individual takes on these issues ? some of you may find
       
    44 terms that I've pegged as controversial as perfectly clear; others may
       
    45 find terms that I don't peg controversial as being so. So I say these
       
    46 two things:
       
    47 
       
    48     *
       
    49 
       
    50       Yes, I wrote this document. So yes, it reflects a lot of my values
       
    51       and the framework for role-playing that at present I think makes
       
    52       the most sense.
       
    53 
       
    54     *
       
    55 
       
    56       My goal, as I stated above, is utility for others, especially
       
    57       those who haven't been involved in debating these issues for
       
    58       years. So bear that in mind ? it's not supposed to represent your
       
    59       sophisticated understanding of controversial nuances. Evaluate it
       
    60       from the eyes of someone who needs it.
       
    61 
       
    62 So if you think that my personal take on the issues has clouded the goal
       
    63 for any particular term, then say so and try to back up your argument
       
    64 with clear logic. I'm willing to make changes on this basis, but not on
       
    65 the basis that you ?feel? a newcomer will be confused.
       
    66 
       
    67 I haven't included the actual links to the indicated threads, mainly
       
    68 because that would delay this posting by at least a week, and it's time
       
    69 to get it off the ground. They'll get added in the next iteration. I
       
    70 figure maybe a month of discussion about this version is a good plan. If
       
    71 you can think of other relevant threads (remember: helpfulness), then
       
    72 suggest them. I'm also interested in getting links to articles by others
       
    73 for specific terms (e.g. M.J./s 'Applied Design/, etc); the question is,
       
    74 which terms.
       
    75 
       
    76 Finally, some of the terms are desperately in need of discussion and
       
    77 revision: ?Metagame? as a character component really sucks; and I'm
       
    78 proposing ?Positioning? instead. In fact, ?metagame mechanics? seems to
       
    79 be a broken term as well (an older thread convinced me). And a few
       
    80 others. I'm certainly happy to see what people think of these, but
       
    81 again, please do the reading and reflection necessary before you bomb in
       
    82 with your reactions.
       
    83 
       
    84 
       
    85     Part One: the Big Model
       
    86 
       
    87 The following key concepts and how they inter-relate form a foundation
       
    88 for nearly all of the other terms, which provide examples, refinements,
       
    89 or sub-sets for them.
       
    90 
       
    91 The key concepts are:
       
    92 
       
    93 *The Big Model, Social Contract, Exploration, Shared Imagined Space,
       
    94 Creative Agenda, Techniques, Ephemera, Lumpley Principle, and Coherence*
       
    95 
       
    96 Most of the other terms on the list only take on their meaning when
       
    97 considered in the framework of these concepts and their interactions.
       
    98 
       
    99 Big model pic (PDF) <http://indie-rpgs.com/_articles/bigmodelpic.pdf>
       
   100 
       
   101 Big model, the
       
   102 
       
   103     A description of role-playing procedures as embedded in the social
       
   104     interactions and creative priorities of the participants. Each
       
   105     internal "box," "layer," or "skin" of the model is considered to be
       
   106     an expression of the box(es) containing it. See the discussion in
       
   107     /Narrativism: Story Now/ and /The big model - this is it/.
       
   108 
       
   109 Coherence
       
   110 
       
   111     The degree to which one or a combination of Creative Agendas are
       
   112     accepted and reinforced among members of a role-playing group.
       
   113     Coherence may also be applied to game design, but only indirectly,
       
   114     in terms of whether it does or does not facilitate such a shared
       
   115     agenda.
       
   116 
       
   117 Creative Agenda (CA)
       
   118 
       
   119     The aesthetic priorities and any matters of imaginative interest
       
   120     regarding role-playing. Three distinct Creative Agendas are
       
   121     currently recognized: Step On Up (Gamist), The Right to Dream
       
   122     (Simulationist), and Story Now (Narrativist). This definition
       
   123     replaces all uses of "Premise" in /GNS and other matters of
       
   124     role-playing theory/ aside from the specific Creative Agenda of
       
   125     Narrativist play. Creative Agenda is expressed using all Components
       
   126     of Exploration, but most especially System.
       
   127 
       
   128 Ephemera
       
   129 
       
   130     Moment-to-moment or sentence-to-sentence actions and statements
       
   131     during play. Combinations of Ephemera often construct Techniques.
       
   132     Changes in Stance represent one example of an Ephemeral aspect of play.
       
   133 
       
   134 Exploration
       
   135 
       
   136     The imagination of fictional events, established through
       
   137     communicating among one another. Exploration includes five
       
   138     Components: Character, Setting, Situation, System, and Color. See
       
   139     also Shared Imagined Space (a near or total synonym).
       
   140 
       
   141 Lumpley Principle, the
       
   142 
       
   143     "System (including but not limited to 'the rules') is defined as the
       
   144     means by which the group agrees to imagined events during play." The
       
   145     author of the principle is Vincent Baker, see Vincent?s standard
       
   146     rant: power, credibility, and assent and Player power abuse.
       
   147 
       
   148 Social Contract
       
   149 
       
   150     All interactions and relationships among the role-playing group,
       
   151     including emotional connections, logistic arrangements, and
       
   152     expectations. All role-playing is a subset of the Social Contract.
       
   153 
       
   154 Techniques
       
   155 
       
   156     Specific procedures of play which, when employed together, are
       
   157     sufficient to introduce fictional characters, places, or events into
       
   158     the Shared Imagined Space. Many different Techniques may be used, in
       
   159     different games, to establish the same sorts of events. A given
       
   160     Technique is composed of a group of Ephemera which are employed
       
   161     together. Taken in their entirety for a given instance of
       
   162     role-playing, Techniques comprise System.
       
   163 
       
   164 
       
   165     Part Two: the terms list
       
   166 
       
   167 I've tried to avoid outright tautology (B says "see A," A says "see B"),
       
   168 but if you encounter a term that uses lots of other terms in the
       
   169 definition, then you know you're pretty deep down in the key concept
       
   170 framework.
       
   171 
       
   172 Abashed
       
   173 
       
   174     Game design which displays features of one or more Creative Agenda
       
   175     that, in their applications, are operationally contradictory. It is
       
   176     a minor form of design Incoherence. However, an Abashed design is
       
   177     easily correctable by ignoring or altering isolated portions of the
       
   178     rules (minor Drift) during play. See /Abashed Vanillaism/ and /my
       
   179     review/ of Little Fears.
       
   180 
       
   181 Actor Stance
       
   182 
       
   183     The person playing a character determines the character's decisions
       
   184     and actions using only knowledge and perceptions that the character
       
   185     would have. This stance does not necessarily include identifying
       
   186     with the character and feeling what he or she "feels," nor does it
       
   187     require in-character dialogue. See Stance.
       
   188 
       
   189 Address Premise, to
       
   190 
       
   191     To establish, develop, and resolve a Premise during play, with
       
   192     emphasis on the decisions made by the protagonist characters. See
       
   193     also Premise, Protagonism, and Story Now.
       
   194 
       
   195 Author Stance
       
   196 
       
   197     The person playing a character determines the character's decisions
       
   198     and actions based on the person's priorities, independently of the
       
   199     character?s knowledge and perceptions. Author Stance may or may not
       
   200     include a retroactive "motivation" of the character to perform the
       
   201     actions. When it lacks this feature, it is called Pawn Stance.
       
   202 
       
   203 Authority
       
   204 
       
   205     The privilege given to a person, process, or written material to
       
   206     establish anything into the Shared Imaginary Space. A controversial
       
   207     topic; see also Credibility.
       
   208 
       
   209 Balance
       
   210 
       
   211     This term is undefined. Used without clarification by the user, it
       
   212     typically diminishes the value of discussions about role-playing.
       
   213     See the discussion in /Gamism: Step On Up/.
       
   214 
       
   215 Balance of Power
       
   216 
       
   217     How the "buck stops here" authority regarding resolution in play is
       
   218     distributed among members of a role-playing group. A feature of
       
   219     Social Contract, related to Credibility and GM-tasks, which directly
       
   220     affects System. This term was first applied to role-playing
       
   221     interactions by Hunter Logan.
       
   222 
       
   223 Bang
       
   224 
       
   225     The Technique of introducing events into the game which make a
       
   226     thematically-significant or at least evocative choice necessary for
       
   227     a player. The term is taken from the rules of Sorcerer. See also
       
   228     Kicker.
       
   229 
       
   230 Beeg Horseshoe Theory, the
       
   231 
       
   232     A proposed visual model for the relationship among the three
       
   233     Creative Agendas around a flat circle, with an "open space" for
       
   234     Simulationist play, because it may not exist. First proposed by
       
   235     Jared Sorensen as a criticism of Simulationist play (or
       
   236     pseudo-play), then re-proposed by Mike Holmes in an effort to
       
   237     validate Simulationist play. A controversial topic; see /The Beeg
       
   238     Horseshoe Theory/, /Beeg Horseshoe Theory revisited/, and /The Roots
       
   239     of Sim II/.
       
   240 
       
   241 Big Model, the
       
   242 
       
   243     /This is a key concept/. See the first section.
       
   244 
       
   245 Black Curtain
       
   246 
       
   247     The effects of a variety of Techniques a GM may employ to keep his
       
   248     use of Force hidden from the other participants in the game, such
       
   249     that they are at least somewhat under the impression that their
       
   250     characters' significant decisions are under their control. See
       
   251     Illusionism, Force, and the discussion in /Narrativism: Story Now/.
       
   252 
       
   253 Blood Opera
       
   254 
       
   255     Play in which character generation focuses on potentially
       
   256     irreconcilable differences among at least some of the characters,
       
   257     and in which scenario generation is designed to put as much pressure
       
   258     on these differences (and therefore on unexpected alliances as
       
   259     possible). Notable for high mortality rates among characters. An
       
   260     example of Situation. Term coined by Ralph Mazza, Jake Norwood, and
       
   261     Ron Edwards.
       
   262 
       
   263 Bob
       
   264 
       
   265     The Technique of withholding response or otherwise mandating a
       
   266     "rest" in the action of play. Term coined in /Sex & Sorcery/.
       
   267 
       
   268 Breaking the game
       
   269 
       
   270     A dysfunctional Technique of Hard Core Gamist play, characterized by
       
   271     rendering other participants' efforts ineffective without recourse.
       
   272 
       
   273 Calvinball
       
   274 
       
   275     A potentially-dysfunctional Technique of Hard Core Gamist play,
       
   276     characterized by making up the rules of a game as it is played,
       
   277     especially in the immediate context of advantaging oneself and
       
   278     disadvantaging one's opponents. "Tagged you! Tags mean you're out!"
       
   279     "It's Tuesday! Tagging doesn't work on Tuesdays!" Most so-called
       
   280     "rules-lawyering" is actually Calvinballing. The term is taken from
       
   281     the comic strip /Calvin & Hobbes/; see also /The Unofficial Official
       
   282     Rules of Calvinball/.
       
   283 
       
   284 Challenge
       
   285 
       
   286     The Situation, i.e., adversity or imposed risk to player-characters
       
   287     of any kind, in the context of Gamist play. It's the imaginative
       
   288     arena for the Creative Agenda of Step On Up. See the Gamble and the
       
   289     Crunch.
       
   290 
       
   291 Character
       
   292 
       
   293     A fictional person or entity which may perform actions in the
       
   294     imaginary situation. One of the Components of Exploration.
       
   295 
       
   296 Character Components
       
   297 
       
   298     The System-specific features of a role-playing character. All are
       
   299     present for all characters, even if one or more is not explicitly
       
   300     part of the textual rules. See Effectiveness, Positioning, and
       
   301     Resource; also see Currency.
       
   302 
       
   303 Coherence
       
   304 
       
   305     /This is a key concept/. See the first section.
       
   306 
       
   307 Color
       
   308 
       
   309     Imagined details about any or all of System, Character, Setting, or
       
   310     Situation, added in such a way that does not change aspects of
       
   311     action or resolution in the imagined scene. One of the Components of
       
   312     Exploration.
       
   313 
       
   314 Competition
       
   315 
       
   316     Conflicts of interest such that goals achieved by one person bring a
       
   317     disadvantage to one or more others. Competition may operate
       
   318     independently (a) among people engaged in role-playing or (b) among
       
   319     imaginary characters. An example of a Dial during play. Competition
       
   320     may or may not be associated with Gamist play, but when it is
       
   321     present among people, Gamist play is very likely to be occurring.
       
   322     See /Gamism: Step On Up/.
       
   323 
       
   324 Components of Exploration
       
   325 
       
   326     In combination, the necessary parts of the imaginary content of a
       
   327     role-playing situation. Separately, they include Character, Setting,
       
   328     Situation, System, Color; see Exploration.
       
   329 
       
   330 Conflict resolution
       
   331 
       
   332     A Technique in which the mechanisms of play focus on conflicts of
       
   333     interest, rather than on the component tasks within that conflict.
       
   334     When using this Technique, inanimate objects are conceived to have
       
   335     "interests" at odds with the character, if necessary. Contrast with
       
   336     Task resolution.
       
   337 
       
   338 Congruence
       
   339 
       
   340     Play in which two or more different Creative Agendas may be
       
   341     expressed in such a way that they neither interfere with one another
       
   342     nor are easily distinguished through observation. The term was
       
   343     coined by Walt Freitag in /GNS and "Congruency"/. A controversial
       
   344     topic.
       
   345 
       
   346 Creative agenda (CA)
       
   347 
       
   348     /This is a key concept/. See the first section.
       
   349 
       
   350 Credibility
       
   351 
       
   352     The degree to which a given statement is adopted into the imaginary
       
   353     events of play, with or without reference to rules. A feature of the
       
   354     Lumpley Principle. Credibility may be applied to the statement
       
   355     (imaginary event) itself or to the person who supplies it; see also
       
   356     Authority.
       
   357 
       
   358 Cross
       
   359 
       
   360     The Technique of introducing effects from previous scenes into
       
   361     current scenes, although the scenes do not contain the same
       
   362     player-characters. Term coined in /Sex & Sorcery/.
       
   363 
       
   364 Crunch, the
       
   365 
       
   366     An application or type of Challenge, based on high predictability
       
   367     relative to risk. A feature of Gamist play.
       
   368 
       
   369 Currency
       
   370 
       
   371     The exchange rate within and among Character Components. Currency
       
   372     may or may not be explicit (e.g. "character points"), but it is a
       
   373     universal feature of System, specifically as it relates to Character.
       
   374 
       
   375 Death spiral
       
   376 
       
   377     The effects of a mechanic which not only has negative effects on a
       
   378     character, but also diminishes the Effectiveness of the ability to
       
   379     resist the re-application of the mechanic.
       
   380 
       
   381 Deprotagonize (Paul Czege)
       
   382 
       
   383     To limit or devalue another person's opportunity to establish their
       
   384     character as a protagonist during Narrativist play. Note that this
       
   385     is specific to Paul's use of Protagonism strictly in the limited
       
   386     Narrativist context.
       
   387 
       
   388 Design
       
   389 
       
   390     This term is used in two distinct ways. (1) Referring to actual
       
   391     play, it is the sum of interactions among Techniques. (2) Referring
       
   392     to text, it is the written version of such interactions with the
       
   393     implication of author intent.
       
   394 
       
   395 DFK
       
   396 
       
   397     Short for Drama, Fortune, and Karma, referring to the Resolution
       
   398     mechanics of a given System, which may include any combination or
       
   399     blending of the three. Terms originally presented in the game
       
   400     /Everway/; altered in current usage.
       
   401 
       
   402 Dial
       
   403 
       
   404     A feature of System by which a given aspect of the imaginary
       
   405     material may be increased or decreased, in terms of Effectiveness,
       
   406     Color, or Points-of-Contact. Depending on the system, dials may be
       
   407     "spun" before play (in which case their value is expected to be
       
   408     fixed) or during play. The term was first presented in /Champions
       
   409     Millenium/.
       
   410 
       
   411 Diceless
       
   412 
       
   413     Usually but not always referring to the absence of Fortune-based
       
   414     resolution during play. Alternatively, refers to relying on Drama
       
   415     Techniques for Resolution. See /GNS and other matters of
       
   416     role-playing theory/ as well as /Dice and diceless: one designer?s
       
   417     radical opinion/. A controversial topic.
       
   418 
       
   419 Dickweed character
       
   420 
       
   421     A character defined and played according to conflicts of interest
       
   422     with the other characters; potentially a primary source of
       
   423     adversity. The presence of a dickweed character does not require or
       
   424     imply inter-player competition.
       
   425 
       
   426 Director Stance
       
   427 
       
   428     The person playing a character determines aspects of the environment
       
   429     relative to the character in some fashion, entirely separately from
       
   430     the character's knowledge or ability to influence events. Therefore
       
   431     the player has not only determined the character's actions, but the
       
   432     context, timing, and spatial circumstances of those actions, or even
       
   433     features of the world separate from the characters. Director Stance
       
   434     is often confused with narration of an in-game event, but the two
       
   435     concepts are not necessarily related.
       
   436 
       
   437 Drama
       
   438 
       
   439     Resolving imaginary events based on stated outcomes without
       
   440     reference to numerical values or (in some cases) statements that
       
   441     have been previously established (e.g. written on a character
       
   442     sheet). See also DFK and Resolution.
       
   443 
       
   444 Dramatism
       
   445 
       
   446     One of the three styles of role-playing identified by Mary Kuhner in
       
   447     the Threefold Model, but not recognized as a distinct Creative
       
   448     Agenda in the Big Model.
       
   449 
       
   450 Drift
       
   451 
       
   452     Changing from one Creative Agenda to another, or from the lack of
       
   453     shared Creative Agenda to a specific one, during play, typically
       
   454     through changing the System. In observational terms, often marked by
       
   455     openly deciding to ignore or alter the use of a given rule.
       
   456 
       
   457 Dysfunction
       
   458 
       
   459     Simply, role-playing which is not fun. Most Forge discussions
       
   460     presume that un-fun role-playing is worse than no role-playing.
       
   461 
       
   462 Effectiveness
       
   463 
       
   464     A Character Component: quantities or terms which are directly used
       
   465     to determine the success or extent of a character?s actions during
       
   466     play.
       
   467 
       
   468 Egri, Lajos
       
   469 
       
   470     The author of /The Art of Dramatic Writing/ (1946); see Premise.
       
   471 
       
   472 El Dorado
       
   473 
       
   474     A term for the unrealizable ideal of consistently addressing Premise
       
   475     through explicitly Simulationist play. This term is often
       
   476     mis-interpreted as Simulationist-Narrativist hybrid play or any
       
   477     number of other concepts. Coined by Paul Czege; see /Simulationism
       
   478     and Narrativism under the same roof/ and /El Dorado/.
       
   479 
       
   480 Ephemera
       
   481 
       
   482     /This is a key concept/. See the first section.
       
   483 
       
   484 Exploration
       
   485 
       
   486     /This is a key concept/. See the first section..
       
   487 
       
   488 Fantasy Heartbreaker
       
   489 
       
   490     A published role-playing game which retains specific aesthetic
       
   491     assumptions from pre-3rd edition versions of Dungeons & Dragons. See
       
   492     /Fantasy Heartbreakers/ and /More Fantasy Heartbreakers/.
       
   493 
       
   494 Five elements of Exploration
       
   495 
       
   496     See "Components of Exploration."
       
   497 
       
   498 Force
       
   499 
       
   500     The Technique of control over characters' thematically-significant
       
   501     decisions by anyone who is not the character's player. When Force is
       
   502     applied in a manner which disrupts the Social Contract, the result
       
   503     is Railroading. Originally called "GM-oomph" (Ron Edwards), then
       
   504     "GM-Force" (Mike Holmes).
       
   505 
       
   506 Fortune
       
   507 
       
   508     A method of resolution employing unpredictable non-behavioral
       
   509     elements, usually based on physical objects such as dice, cards, or
       
   510     similar. See also DFK and Resolution.
       
   511 
       
   512 Fortune-at-the-End (FatE)
       
   513 
       
   514     Employing a Fortune Resolution technique (dice, cards, etc)
       
   515     /following/ the full descriptions of actions, physical placement,
       
   516     and communication among characters. See "Fortune in the Middle" and
       
   517     associated links.
       
   518 
       
   519 Fortune-in-the-Middle (FitM)
       
   520 
       
   521     Employing a Fortune Resolution technique (dice, cards, etc) prior to
       
   522     fully describing the specific actions of, physical placement of, and
       
   523     communication among characters. The Fortune outcome is employed in
       
   524     establishing these elements retroactively. This technique may be
       
   525     employed with the dice/etc as the ultimate authority of success or
       
   526     failure (e.g. /Sorcerer/) or with the dice/etc outcome being
       
   527     potentially adjusted by a metagame mechanic (e.g. /HeroQuest/). See
       
   528     /my review/ of Hero Wars, see also discussions in the /Alyria forum/.
       
   529 
       
   530 Gamble, the
       
   531 
       
   532     An application or type of Challenge, based on high risk relative to
       
   533     predictability. A feature of Gamist play.
       
   534 
       
   535 Gamism (Gamist play)
       
   536 
       
   537     One of the three currently-recognized Creative Agendas. The term was
       
   538     first proposed by Mary Kuhner for the Threefold Model; its usage is
       
   539     very similar in the Big Model. See Step On Up.
       
   540 
       
   541 Generalist
       
   542 
       
   543     A role-playing game design which is non-specific for Setting.
       
   544     Typically such games correspond to the Purist-for-System parameters.
       
   545     See /Simulationism: the Right to Dream/.
       
   546 
       
   547 Genre
       
   548 
       
   549     This term is undefined, in practice, and requires clarification by
       
   550     its user to be meaningful. Arguably its content is accounted for
       
   551     upon identifying the Components of Exploration in a role-playing
       
   552     situation. See /GNS and related matters of role-playing theory/ for
       
   553     the complete discussion.
       
   554 
       
   555 Genre Expectations
       
   556 
       
   557     A Technique of establishing the Components of Exploration through a
       
   558     pre-play discussion among the participants, usually with references
       
   559     to previous sources, articulating what is to be customized or
       
   560     conformed to; highly integrated with thematic elements. The term was
       
   561     employed regarding role-playing by Fang Langford.
       
   562 
       
   563 GM (Game Master)
       
   564 
       
   565     Traditionally, a designated person given responsibility for some or
       
   566     all of the GMing Tasks. Since the actual tasks and authority over
       
   567     them varies widely across role-playing, this term has many different
       
   568     meanings. See GMing Tasks. The phrase "/the/ GM" implies that the
       
   569     GMing-tasks are concentrated in the hands of one person.
       
   570 
       
   571 GM-Force
       
   572 
       
   573     See Force.
       
   574 
       
   575 GM-ful play
       
   576 
       
   577     The Technique of distributing GMing Tasks across all the members of
       
   578     a role-playing group, up to and including re-distributing them
       
   579     during play, as opposed to concentrating them in one person. Coined
       
   580     by Emily Care Boss. See /An approach for mechanics and innovation/.
       
   581 
       
   582 GM-oomph
       
   583 
       
   584     See Force.
       
   585 
       
   586 GMing-Tasks
       
   587 
       
   588     A family of tasks which are necessary to establish the Components of
       
   589     Exploration as play proceeds. They all concern Credibility regarding
       
   590     Scene Framing, IIEE, and Resolution. Significantly, not all
       
   591     instances of role-playing include the same GMing tasks or organize
       
   592     them in the same way; using the term "GM" or "GMing" is often
       
   593     problematic as different people organize and negotiate GMing tasks
       
   594     differently. See /Narrativism: Story Now/ for a list of GMing tasks.
       
   595 
       
   596 Gnarliburr
       
   597 
       
   598     A character which cannot engage in relevant interaction with other
       
   599     characters and lacks identification-value for participants. Term
       
   600     introduced by David Kwill and the CLAWS society; see /Suspension of
       
   601     reality and playing odd characters/.
       
   602 
       
   603 GNS
       
   604 
       
   605     Abbreviation for Gamism, Narrativism, and Simulationism. When used
       
   606     as a single term, synonymous with Creative Agenda. Formerly referred
       
   607     to as "G/N/S."
       
   608 
       
   609 Handling Time
       
   610 
       
   611     The real time required to process, calculate, and interpret a
       
   612     resolution Technique once its procedures have been applied. See also
       
   613     Search Time.
       
   614 
       
   615 Hard Core
       
   616 
       
   617     Gamist play with minimal or even absent Exploration and high levels
       
   618     of inter-player competition; see Breaking the game, Calvinball,
       
   619     Powergaming, and Turnin'.
       
   620 
       
   621 High-Concept Simulationism
       
   622 
       
   623     Play which strongly emphasizes an embedded theme and possibly a
       
   624     fixed storyline. Contrast with Purist for System. See
       
   625     /Simulationism: the Right to Dream/.
       
   626 
       
   627 Hybrid
       
   628 
       
   629     Play which combines two or more Creative Agendas. Observed
       
   630     functional hybrids to date include only two rather than all three,
       
   631     and one of the agendas is apparently primary or dominant, with the
       
   632     other playing a supportive role. See /my review/ of /The Riddle of
       
   633     Steel/.
       
   634 
       
   635 IIEE
       
   636 
       
   637     Intent, Initiation, Execution, and Effect - how actions and events
       
   638     in the imaginary game-world are resolved in terms of (1) real-world
       
   639     announcement and (2) imaginary order of occurrence. See /The four
       
   640     steps of action/ and /What is IIEC?/ A necessary feature of System
       
   641     during play, usually represented by several Techniques and many
       
   642     Ephemera.
       
   643 
       
   644 Illusionism
       
   645 
       
   646     A family of Techniques in which a GM, usually in the interests of
       
   647     story creation, story creation, exerts Force over player-character
       
   648     decisions, in which he or she has authority over
       
   649     resolution-outcomes, and in which the players do not necessarily
       
   650     recognize these features. See /Illusionism: a new look and a new
       
   651     approach/ and /Illusionism and GNS/. Term coined by Paul Elliott.
       
   652 
       
   653 Immersion
       
   654 
       
   655     This term has no single definition. Some uses, among others,
       
   656     include: (a) undivided attention to the Shared Imagined Space, (b)
       
   657     the absence of overtly stating features of Social Contract and
       
   658     Creative Agenda, (c) strong identification with one?s imaginary
       
   659     character. See /Why immersion is a tar baby 'and 'Immersive Story/
       
   660     by John Kim.
       
   661 
       
   662 Impossible Thing Before Breakfast, the
       
   663 
       
   664     "The GM is the author of the story and the players direct the
       
   665     actions of the protagonists." Widely repeated across many
       
   666     role-playing texts. Neither sub-clause in the sentence is possible
       
   667     in the presence of the other. See /Narrativism: Story Now/.
       
   668 
       
   669 In-character (IC)
       
   670 
       
   671     An Ephemera. A style of narration using first-person point of view
       
   672     to describe character dialogue or actions. Neither IC or
       
   673     Out-of-Character (OOC) should be confused with Stance.
       
   674 
       
   675 Incoherence
       
   676 
       
   677     Play which includes incompatible combinations of Creative Agendas
       
   678     among participants. Incoherent play is considered to contribute to
       
   679     Dysfunctional play, but does not define it. Incoherence may be
       
   680     applied indirectly to game rules. Abashedness represents a minor,
       
   681     correctable form of Incoherence.
       
   682 
       
   683 Infamous Five, the
       
   684 
       
   685     A series of threads and sub-threads examining all the major topics
       
   686     of the Forge in relation to one another, and which helped to shape
       
   687     the community of the site. See /The Infamous Five/ for a complete
       
   688     listing of links.
       
   689 
       
   690 Instance of play
       
   691 
       
   692     Sufficient time spent on role-playing necessary to identify all
       
   693     features of System in operation. According to the Big Model, once
       
   694     these features are identified and evaluated in terms of a given
       
   695     group?s Social Contract, then Creative Agenda (or its absence) may
       
   696     also be identified. In practice, an Instance of play is rarely
       
   697     shorter than a full session, and may be much longer.
       
   698 
       
   699 Intuitive continuity
       
   700 
       
   701     A method of preparing role-playing sessions in which the GM uses the
       
   702     players? interests and actions during initial play to construct the
       
   703     back-story of the scenario retroactively. The term was first
       
   704     presented in the game /Underworld/.
       
   705 
       
   706 Karma
       
   707 
       
   708     Resolution based on comparison of Effectiveness values alone. See
       
   709     DFK and Resolution.
       
   710 
       
   711 Kicker
       
   712 
       
   713     Player-authored Situation incorporated into the character-creation
       
   714     System; a formal version of Positioning. The term was first
       
   715     presented in the game /Sorcerer/.
       
   716 
       
   717 Layering
       
   718 
       
   719     The relationship between the initial numbers derived for a character
       
   720     (e.g. attributes) to the numbers eventually used most commonly in
       
   721     play (Effectiveness values; e.g. combat to-hit values). The more
       
   722     steps of derivation, the more the character creation system is said
       
   723     to be layered.
       
   724 
       
   725 Line, the
       
   726 
       
   727     Techniques which reinforce the limits for content that is not
       
   728     permitted to be included in the Explorative content of play, for a
       
   729     particular group. See also the Veil. The term was introduced in /Sex
       
   730     & Sorcery/.
       
   731 
       
   732 Lumpley Principle, the
       
   733 
       
   734     /This is a key concept/. See the first section.
       
   735 
       
   736 Mechanics
       
   737 
       
   738     Individual and specific features of System; Mechanics in text form
       
   739     are "rules."
       
   740 
       
   741 Metagame (a Character Component)
       
   742 
       
   743     See Positioning.
       
   744 
       
   745 Metagame (general)
       
   746 
       
   747     All aspects of play that concern non-Explorative matters or
       
   748     priorities; in terms of the Big Model, the levels of Social Contract
       
   749     and Creative Agenda.
       
   750 
       
   751 Metagame mechanics
       
   752 
       
   753     Techniques which do not require justification using in-game cause,
       
   754     in many cases including Author and Director Stances. In terms of the
       
   755     Big Model, System is being conducted solely in terms of the Social
       
   756     Contract, without Exploration as the medium. As it stands, this term
       
   757     is misleading and is under discussion for renaming; see
       
   758     Meta-metagame for links.
       
   759 
       
   760 Meta-metagame
       
   761 
       
   762     Synonymous with Metagame as the latter term is currently defined,
       
   763     but contradictory to "metagame mechanic," which is currently under
       
   764     revision. See /Purpose of rules/ and /Metagame & mechanics/.
       
   765 
       
   766 Metaplot
       
   767 
       
   768     This term is used in several different ways. (1) A sequence of
       
   769     large-scale changes in setting and actions of NPCs which stimulate
       
   770     conflicts, especially when planned to occur well in advance of play;
       
   771     (2) a version of #1 generated through publications and expected to
       
   772     be implemented by customers in their games, usually through the
       
   773     agency of the GM; #2 or #3 which override players? degree of choice
       
   774     regarding their characters? role, which is to say, which require
       
   775     significant use of Force, usually by the GM.
       
   776 
       
   777 Munchkin
       
   778 
       
   779     A derogatory term used in several different ways, including by
       
   780     non-Gamists vs. Gamists in general, by Hard Core or heavy-Step
       
   781     Gamists vs. Wimps, and by high-Exploration Gamists vs. Hard Core
       
   782     play. See /Gamism: Step On Up/.
       
   783 
       
   784 Narration
       
   785 
       
   786     A type of Ephemera. What is said by a game participant to alter or
       
   787     add to the Shared Imaginary Space. How narration is distributed
       
   788     among participants varies widely; to be fully accepted, narration
       
   789     requires Credibility.
       
   790 
       
   791 Narrativism (Narrativist play)
       
   792 
       
   793     One of the three currently-recognized Creative Agendas. See Story Now.
       
   794 
       
   795 No Myth
       
   796 
       
   797     Intuitive Continuity which includes all Setting features (i.e. more
       
   798     than just Situation). An extreme version of the general principle
       
   799     that the Shared Imagined Space is established by people
       
   800     communicating with one another. Term coined by Fang Langford.
       
   801 
       
   802 Omni-play
       
   803 
       
   804     A controversial term coined by Mike Holmes. Play in which two or
       
   805     more distinctive and separate Creative Agendas are included;
       
   806     conceivably a functional form of Incoherent play. See also
       
   807     Congruence and Hybrid, as well as /The Omni-player/.
       
   808 
       
   809 One-step-removed
       
   810 
       
   811     Character Exploration which utilizes an intermediary persona for
       
   812     different characters in episodic, unrelated settings and situations,
       
   813     as in /Amazing Engine/, /Tales from the Crypt/, /Hong Kong Action
       
   814     Theater/, and /Extreme Vengeance/. Term coined by John Marron.
       
   815 
       
   816 Ouija-board role-playing
       
   817 
       
   818     A form of Illusionism practiced among all the participants upon one
       
   819     another to conceal both Step On Up and Story Now priorities from one
       
   820     another. Term coined by Ron Edwards; see /Narrativism: Story Now/.
       
   821 
       
   822 Out-of-character (OOC)
       
   823 
       
   824     An Ephemera. A style of narration describing character actions or
       
   825     dialogue in the third person. Neither OOC nor In-character (IC)
       
   826     narration should be confused with any of the three Stances, nor with
       
   827     any particular Creative Agenda.
       
   828 
       
   829 Participationism
       
   830 
       
   831     The Technique of using Force without the Black Curtain. Term coined
       
   832     by Mike Holmes.
       
   833 
       
   834 Pastiche
       
   835 
       
   836     An artistic production which relies on invoking pre-existing
       
   837     productions' features for its primary effect; at worst, a simple
       
   838     imitation, but at best, potentially a strong secondary comment on
       
   839     the original text. Often associated with "fanfic" or other forms of
       
   840     homage.
       
   841 
       
   842 Pawn Stance
       
   843 
       
   844     A subset of Author Stance which lacks the retroactive "motivation"
       
   845     of the character to perform the actions. Often but wrongly
       
   846     identified with Gamist play. See Stance.
       
   847 
       
   848 Paying to Suck
       
   849 
       
   850     A feature of System in which buying an ability for a character with
       
   851     some sort of Currency nets him with an low chance of success that is
       
   852     even worse than an unskilled attempt. Widely considered undesirable.
       
   853     Term?s origin uncertain; Ron Edwards first heard it employed by Rick
       
   854     Ford.
       
   855 
       
   856 Pervy
       
   857 
       
   858     Game-play in which the Creative Agenda relies on highly-specific
       
   859     Techniques and Ephemera, often applied multiple times per imaginary
       
   860     event during play. More generally covered by the concept of Points
       
   861     of Contact, which concerns the degree to which System is Explored.
       
   862     See /Vanilla Narrativism/ and /Points of Contact/.
       
   863 
       
   864 Player
       
   865 
       
   866     A problematic term. (a) Any participant in a role-playing
       
   867     experience, including the one or ones who carry out GM-tasks; or (b)
       
   868     a participant who does not, or temporarily does not, carry out any
       
   869     GM-tasks, and therefore concentrates primarily on the actions of a
       
   870     single character.
       
   871 
       
   872 Points of Contact
       
   873 
       
   874     The steps of rules-consultation, either in the text or internally,
       
   875     per unit of established imaginary content. This is not the same as
       
   876     the long-standing debate between Rules-light and Rules-heavy
       
   877     systems; either low or high Points of Contact systems can rely on
       
   878     strict rules. See /Vanilla and Pervy/, /Pervy in my head/, /Cannot
       
   879     stand cutesie-poo terms/, /Pervy Sim/, /points of contact,
       
   880     accessibility/.
       
   881 
       
   882 Positioning
       
   883 
       
   884     A Character Component. Behavioral, social, and contextual statements
       
   885     about a character. Formerly (and confusingly) called Metagame. See
       
   886     also Currency.
       
   887 
       
   888 Powergaming
       
   889 
       
   890     A potentially dysfunctional technique of Hard Core Gamist play,
       
   891     characterized by maximizing character impact on the game-world or
       
   892     player impact on the dialogue of play by whatever means available.
       
   893 
       
   894 Premise (adapted from Egri)
       
   895 
       
   896     A generalizable, problematic aspect of human interactions. Early in
       
   897     the process of creating or experiencing a story, a Premise is best
       
   898     understood as a proposition or perhaps an ideological challenge to
       
   899     the world represented by the protagonist's passions. Later in the
       
   900     process, resolving the conflicts of the story transforms Premise
       
   901     into a theme - a judgmental statement about how to act, behave, or
       
   902     believe. In role-playing, "protagonist" typically indicates a
       
   903     character mainly controlled by one person. A defining feature of
       
   904     Story Now.
       
   905 
       
   906 Prima Donna
       
   907 
       
   908     A Narrativist player who engages in Premise-addressing, but will not
       
   909     share screen time or Premise-significant decision-making time with
       
   910     other participants. An extremely dysfunctional subset of Narrativist
       
   911     play.
       
   912 
       
   913 Protagonism
       
   914 
       
   915     A problematic term with two possible meanings. (1) A characteristic
       
   916     of the main characters of stories, regardless of who produced the
       
   917     stories in whatever way. (2) A characteristic set of behaviors among
       
   918     people during role-playing, associated with Narrativist play, with a
       
   919     necessary unnamed equivalent in Gamist play and possibly another in
       
   920     Simulationist play. In the latter sense, coined by Paul Czege.
       
   921 
       
   922 Purist for System
       
   923 
       
   924     A category of design which emphasizes applying a set of simulated
       
   925     physical and other in-game causes to a wide variety of possible
       
   926     settings, characters, and situations. See /Simulationism: the Right
       
   927     to Dream/.
       
   928 
       
   929 Railroading
       
   930 
       
   931     Control of a player-character's decisions, or opportunities for
       
   932     decisions, by another person (not the player of the character) in
       
   933     any way which breaks the Social Contract for that group, in the eyes
       
   934     of the character's player. The term describes an interpretation of a
       
   935     social and creative outcome rather than any specific Technique.
       
   936 
       
   937 Realism
       
   938 
       
   939     This term is undefined and must be locally specified in order to
       
   940     make sense in a discussion of role-playing.
       
   941 
       
   942 Relationship map
       
   943 
       
   944     A Technique for play-preparation which primarily, although not
       
   945     exclusively, outlines the ties of sexual contact and kinship among
       
   946     characters. Typically these ties are not immediately known to the
       
   947     protagonist characters. The term was first presented in /The
       
   948     Sorcerer?s Soul/. Compare to the group-based and more general
       
   949     Technique of Storymapping.
       
   950 
       
   951 Resolution
       
   952 
       
   953     Establishing fictional events into the time-sequence of the Shared
       
   954     Imaginary Space. Includes DFK, IIEE, and narration, among other
       
   955     things. A necessary feature of System.
       
   956 
       
   957 Resource
       
   958 
       
   959     A Character Component. An available quantity upon which
       
   960     Effectiveness or Positioning mechanics may draw, or which are
       
   961     reduced to reflect harm to the character. Arguably applicable to
       
   962     non-character components of play as well.
       
   963 
       
   964 Reward System
       
   965 
       
   966     (a) The personal and social gratification derived from role-playing,
       
   967     a feature of Creative Agenda. (b) In-game changes, usually to a
       
   968     player-character, a feature of System and Character. (c) As a subset
       
   969     to (b), improvement to one or more of the character?s Components.
       
   970     Typically, the term refers to how (a) is facilitated by (b).
       
   971 
       
   972 Right to Dream, the
       
   973 
       
   974     Commitment to the imagined events of play, specifically their
       
   975     in-game causes and pre-established thematic elements. One of the
       
   976     three currently-recognized Creative Agendas. As a top priority for
       
   977     role-playing, the defining feature of Simulationist play. See
       
   978     /Simulationism: the Right to Dream/.
       
   979 
       
   980 Roads to Rome
       
   981 
       
   982     A technique of scenario preparation in which the GM has prepared a
       
   983     climactic scene and maneuvers or otherwise determines that character
       
   984     activity leads to this scene.
       
   985 
       
   986 Roles, "role levels
       
   987 
       
   988     "(1) The player's social role in terms of his character - the mom,
       
   989     the jokester, the organizer, the placator, etc. (2) The character's
       
   990     thematic or operational role relative to the other characters - the
       
   991     leader, the brick, the betrayer, the ingenue, etc. (3) The
       
   992     character's in-game occupation or social role - the pilot, the
       
   993     mercenary, the alien wanderer, etc. (4) The character's specific
       
   994     Effectiveness values - armor rating, weapon attributes, specific
       
   995     skills and their values, available funds, etc. See /The class issue/.
       
   996 
       
   997 Rules
       
   998 
       
   999     Textual instruction about (a) anything and everything concerning
       
  1000     role-playing this particular game, or (b) specifically Techniques
       
  1001     and Ephemera. Used in this sense, Rules are distinct from the System
       
  1002     actually employed during play, although it may be used as a
       
  1003     reference or justification for it.
       
  1004 
       
  1005 Scene Framing
       
  1006 
       
  1007     A GM-task in which many possible Techniques are used to establish
       
  1008     when a sequence of imaginary events begins and ends, what characters
       
  1009     are involved, and where it takes place. Analogous to a "cut" in film
       
  1010     editing which skips fictional time and/or changes location. A
       
  1011     necessary feature of System.
       
  1012 
       
  1013 Screen Time
       
  1014 
       
  1015     The extent of attention afforded to a given player's Explorative
       
  1016     contributions from the other participants, with special emphasis on
       
  1017     that participant?s access to applying the System. A type of Ephemera.
       
  1018 
       
  1019 Search Time
       
  1020 
       
  1021     The real time required to determine necessary values or information
       
  1022     prior to applying a resolution Technique. See also Handling Time.
       
  1023 
       
  1024 Setting
       
  1025 
       
  1026     Elements described about a fictitious game world including period,
       
  1027     locations, cultures, historical events, and characters, usually at a
       
  1028     large scale relative to the presence of the player-characters. A
       
  1029     Component of Exploration.
       
  1030 
       
  1031 Shared Imagined Space (SIS, Shared Imagination)
       
  1032 
       
  1033     The fictional content of play as it is established among
       
  1034     participants through role-playing interactions. See also Transcript
       
  1035     (which is a summary of the SIS after play) and Exploration (a near
       
  1036     or total synonym).
       
  1037 
       
  1038 Skewer
       
  1039 
       
  1040     A description of a given person?s preferred way to role-play,
       
  1041     "piercing" down from Social Contract through all the layers of the
       
  1042     Big Model. Most player-classification lists (/Strike Force/,
       
  1043     /Champions 4th edition/, /Robin?s Laws/) present Skewers. Term
       
  1044     coined by Ron Edwards.
       
  1045 
       
  1046 Simulationism (Simulationist play)
       
  1047 
       
  1048     One of the three currently-recognized Creative Agendas. See The
       
  1049     Right to Dream.
       
  1050 
       
  1051 Simulationist-by-habit
       
  1052 
       
  1053     A form of Synecdoche which defines "role-playing" according to
       
  1054     certain historically-widespread Simulationist approaches to play.
       
  1055     The system's job is to provide the physics of the game-world" is a
       
  1056     good example. Term coined by Jesse Burneko.
       
  1057 
       
  1058 Situation
       
  1059 
       
  1060     Dynamic interaction between specific characters and small-scale
       
  1061     setting elements; Situations are divided into scenes. A component of
       
  1062     Exploration, considered to be the "central node" linking Character
       
  1063     and Setting, and which changes according to System. See also Kicker,
       
  1064     Bang, and Challenge.
       
  1065 
       
  1066 Social Context
       
  1067 
       
  1068     How role-playing as an activity relates to one's social life in
       
  1069     general. See /Social Context/ and /What does role-playing gaming
       
  1070     accomplish?/.
       
  1071 
       
  1072 Social Contract
       
  1073 
       
  1074     /This is a key concept/. See the first section.
       
  1075 
       
  1076 Stakes
       
  1077 
       
  1078     What stands to be lost and/or gained during Gamist play; the term
       
  1079     may be applied at either or both Step on Up (participants) or
       
  1080     Challenge (characters) levels of play.
       
  1081 
       
  1082 Stance
       
  1083 
       
  1084     The cognitive position of a person to a fictional character.
       
  1085     Differences among Stances should not be confused with IC vs. OOC
       
  1086     narration. Originally coined in the RFGA on-line discussions; see
       
  1087     /John Kim?s website/ for archives. Current usage modified in /GNS
       
  1088     and other matters of role-playing theory/. See Author, Actor, and
       
  1089     Director Stance.
       
  1090 
       
  1091 Step On Up
       
  1092 
       
  1093     Social assessment of personal strategy and guts among the
       
  1094     participants in the face of risk. One of the three
       
  1095     currently-recognized Creative Agendas. As a top priority of
       
  1096     role-playing, the defining feature of Gamist play.
       
  1097 
       
  1098 Story
       
  1099 
       
  1100     An imaginary series of events which includes at least one
       
  1101     protagonist, at least one conflict, and events which may be
       
  1102     construed as a resolution of the conflict. A Story is a subset of
       
  1103     Transcript distinguished by its thematic content. Role-playing may
       
  1104     produce a Story regardless of which Creative Agenda is employed.
       
  1105 
       
  1106 Story Now
       
  1107 
       
  1108     Commitment to Addressing (producing, heightening, and resolving)
       
  1109     Premise through play itself. The epiphenomenal outcome for the
       
  1110     Transcript from such play is almost always a story. One of the three
       
  1111     currently-recognized Creative Agendas. As a top priority of
       
  1112     role-playing, the defining feature of Narrativist play.
       
  1113 
       
  1114 Storymap
       
  1115 
       
  1116     A technique of scenario preparation in which all participants
       
  1117     present situations, locales, problems, and characters, after which
       
  1118     most of the participants choose characters to play individually.
       
  1119     First presented in /Legends of Alyria/.
       
  1120 
       
  1121 Switch
       
  1122 
       
  1123     A customizable aspect of System which allows participants to allow
       
  1124     it to be present or absent during play, often for the whole of that
       
  1125     particular group?s play. A Dial with two settings (on/off). Also
       
  1126     called a toggle. The term was first presented in /Champions Millenium/.
       
  1127 
       
  1128 Synecdoche
       
  1129 
       
  1130     Taking a part for the whole, or vice versa. A common problem in
       
  1131     discussing Creative Agenda; see /GNS and other matters of
       
  1132     role-playing theory/.
       
  1133 
       
  1134 System
       
  1135 
       
  1136     The means by which imaginary events are established during play,
       
  1137     including character creation, resolution of imaginary events, reward
       
  1138     procedures, and more. It may be considered to introduce fictional
       
  1139     time into the Shared Imagined Space. See also the Lumpley Principle.
       
  1140 
       
  1141 Task resolution
       
  1142 
       
  1143     A Technique in which the Resolution mechanisms of play focus on
       
  1144     within-game cause, in linear in-game time, in terms of whether the
       
  1145     acting character is competent to perform a task. Contrast with
       
  1146     Conflict resolution.
       
  1147 
       
  1148 Techniques
       
  1149 
       
  1150     /This is a key concept/. See the first section.
       
  1151 
       
  1152 Tells
       
  1153 
       
  1154     Social indicators of a given person?s preference for a Creative
       
  1155     Agenda, during play.
       
  1156 
       
  1157 Theme
       
  1158 
       
  1159     The point, message, or key emotional conclusion perceived by an
       
  1160     audience member, about a fictional series of events. The presence of
       
  1161     a theme is the defining feature of Story as opposed to Transcript.
       
  1162     See /Narrativism: Story Now/.
       
  1163 
       
  1164 Threefold Model
       
  1165 
       
  1166     A description of three distinct "styles" of role-playing, proposed
       
  1167     by Mary Kuhner and further developed in on-line discussions. See
       
  1168     /John Kim?s website/ for archives. The Threefold Model inspired but
       
  1169     is not identical to the Creative Agenda feature of the Big Model.
       
  1170 
       
  1171 Trailblazing
       
  1172 
       
  1173     A set of Techniques including Scene Framing and Force, but reducing
       
  1174     Force when resolving conflicts within the scene. Term coined by M.J.
       
  1175     Young; see /Does module play equal Participationism?/.
       
  1176 
       
  1177 Transcript
       
  1178 
       
  1179     An account of the imaginary events of play without reference to
       
  1180     role-playing procedures. A Transcript may or may not be a Story.
       
  1181 
       
  1182 Transition
       
  1183 
       
  1184     Theoretically, changing from one Creative Agenda to another through
       
  1185     the course of play using rules designed to make that process easy.
       
  1186     Coined by Fang Langford in reference to his unfinished game design
       
  1187     /Scattershot/.
       
  1188 
       
  1189 Transparency
       
  1190 
       
  1191     Rules design that does not call attention to the rules in operation.
       
  1192     A controversial term; I suggest that it is subsumed within Coherence
       
  1193     without reference to any degree of rules? detail or their
       
  1194     quantitative vs. qualitative features. See /Transparency/ and
       
  1195     /Transparency again/.
       
  1196 
       
  1197 Turku role-playing (Elaaytyjivism)
       
  1198 
       
  1199     A mode of play presented as a manifesto, in which in-character
       
  1200     feeling and thinking is given the highest priority, to such an
       
  1201     extent that even communicating the experience to others is
       
  1202     secondary. By my terminology, Turku play is comprised of
       
  1203     Simulationism emphasizing Character Exploration, resolved mainly
       
  1204     using Drama or low Points-of-Contact Fortune mechanics, and highly
       
  1205     reinforced through an explicit Social Contract. See /The Turku
       
  1206     School/, /LARP manifesting/ in /The LARPer/ magazine, and /Dogma 99/.
       
  1207 
       
  1208 Turnin'
       
  1209 
       
  1210     A potentially dysfunctional technique of Hard Core Gamist play,
       
  1211     characterized by treating one another's characters as the primary
       
  1212     source of Challenge. A functional equivalent in Narrativist play is
       
  1213     Blood Opera.
       
  1214 
       
  1215 Typhoid Mary
       
  1216 
       
  1217     A GM who employs Force in the interests of "a better story," usually
       
  1218     identifiable as addressing Premise; however, in doing so, the GM
       
  1219     automatically de-protagonizes Narrativist players and therefore
       
  1220     undercuts his or her own priorities of play, as well as being
       
  1221     perceived as a railroader by the players. An extremely dysfunctional
       
  1222     subset of Narrativist play.
       
  1223 
       
  1224 Underbelly
       
  1225 
       
  1226     A Technique of preparation and play using a canonical setting and
       
  1227     storyline, known to all participants, in which the events of play
       
  1228     create a "hidden" storyline to enrich and reinforce the primary one,
       
  1229     which is treated as a creative constraint. Term coined by Ron
       
  1230     Edwards; also sometimes called "inverse metaplot." See /Metaplots,
       
  1231     railroading, and settings/ and /Open/closed setting (Pyron?s woes
       
  1232     take 165)/.
       
  1233 
       
  1234 Universal
       
  1235 
       
  1236     Design with the goal of applying System to multiple Settings. Such
       
  1237     design typically corresponds to Purist for System. A mildly
       
  1238     controversial term; see also Generalist.
       
  1239 
       
  1240 Vanilla
       
  1241 
       
  1242     Game-play in which the Creative Agenda requires few if any complex
       
  1243     or specific Techniques, as opposed to Pervy. More generally covered
       
  1244     by the concept of Points of Contact, which concerns the degree to
       
  1245     which System is Explored.
       
  1246 
       
  1247 Vanilla Narrativism
       
  1248 
       
  1249     Narrativist play without notable use of the following Techniques:
       
  1250     Director Stance, atypical distribution of GM tasks, verbalizing the
       
  1251     Premise in abstract terms, overt organization of narration, or
       
  1252     improvised additions to the setting or situations. People who
       
  1253     typically play in this fashion often fail to recognize their
       
  1254     Creative Agenda as Narrativist. See /Vanilla Narrativism/ and the
       
  1255     links listed under Points of Contact.
       
  1256 
       
  1257 Veil, the
       
  1258 
       
  1259     Techniques for describing events without providing specific imagery
       
  1260     or details. Originally presented in /Sex & Sorcery/.
       
  1261 
       
  1262 Weave
       
  1263 
       
  1264     The Technique of bringing non-player-character (NPC) activities
       
  1265     closer to the player-characters and to introduce multiple responses
       
  1266     among NPC and player-character actions. Term coined in /Sex & Sorcery/.
       
  1267 
       
  1268 Wheedler
       
  1269 
       
  1270     A participant who achieves his or her goals during role-playing
       
  1271     primarily through influencing the other participants directly,
       
  1272     whether through hinting, badgering, pleading, or other similar
       
  1273     behaviors. Term coined by John Kim.
       
  1274 
       
  1275 Whiff Factor
       
  1276 
       
  1277     The effect of a high failure-rate for a given Resolution mechanic,
       
  1278     especially when the rate does not accord with the character?s
       
  1279     expected competence. A common source of Deprotagonizing; usually
       
  1280     considered a Design flaw.
       
  1281 
       
  1282 Wimpiness
       
  1283 
       
  1284     A dysfunctional form of Gamism characterized by poor sportsmanship,
       
  1285     i.e., the unwillingness to accept a loss.
       
  1286 
       
  1287 Zilchplay
       
  1288 
       
  1289     Desiring characters to be active particpants in an imagined world,
       
  1290     but also to do as little as possible to make that shared imagining
       
  1291     happen. A type of Simulationism by default, because in the absence
       
  1292     of a desire to actively pursue a Gamist or Narrativist agenda the
       
  1293     only focus is on exploration. A controversial term, coined by Walt
       
  1294     Freitag; see /Zilchplay (split from Understanding: the "it")/.
       
  1295 
       
  1296 ------------------------------------------------------------------------
       
  1297 
       
  1298 Last updated 08-May-2004 08:58:29 CDT
       
  1299 
       
  1300 /The Forge/ created and administrated by Clinton R. Nixon
       
  1301 <mailto:webmaster@indie-rpgs.com> and Ron Edwards
       
  1302 <mailto:sorcerer@sorcerer-rpg.com>.
       
  1303 All articles, reviews, and posts on this site are copyright their
       
  1304 designated author.
       
  1305