references/forge_glossary.txt
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+The Forge </> 	The Internet Home for Independent Role-Playing Games
+About the Forge </about/> | Support The Forge </donate.php> | Articles
+</articles/> | Reviews </reviews/> | Resource Library </resources/> |
+Forums </>
+ 
+
+
+  The Provisional Glossary
+
+by Ron Edwards <sorcerer@sorcerer-rpg.com
+<mailto:sorcerer@sorcerer-rpg.com>>
+Copyright 2004 Adept Press
+
+Many thanks to Vincent Baker, Emily Care Boss, Steve Samson, Julie
+Stauffer, and Ralph Mazza for their help with the first draft for this
+project.
+
+As the title implies, this is a provisional version of what I hope will
+become a standing Glossary for the Forge. Everyone is invited to comment
+according to the following guidelines:
+
+    *
+
+      We can debate endlessly about the exact perfect phrasing for a
+      definition, but let's not. Please take into account that at least
+      a hundred other people have just as much justification for their
+      favored phrasings as you do for yours. If you propose an alternate
+      phrasing, please do so by backing up your point with thread
+      references.
+
+    *
+
+      The purpose for the Glossary is solely to provide help to people
+      as they enter into discussions at the Forge. It is not supposed to
+      be the primary teaching instrument for any concept, nor is it a
+      belief system that must be accepted or agreed with in order to
+      participate.
+
+The main reason this whole thing has taken so long is that I do not see
+an easy way to separate a Forge Glossary authored by myself from a
+presentation/essay about my particular take on issues discussed at the
+Forge. It is flatly impossible for me to please everyone by representing
+all of their individual takes on these issues ? some of you may find
+terms that I've pegged as controversial as perfectly clear; others may
+find terms that I don't peg controversial as being so. So I say these
+two things:
+
+    *
+
+      Yes, I wrote this document. So yes, it reflects a lot of my values
+      and the framework for role-playing that at present I think makes
+      the most sense.
+
+    *
+
+      My goal, as I stated above, is utility for others, especially
+      those who haven't been involved in debating these issues for
+      years. So bear that in mind ? it's not supposed to represent your
+      sophisticated understanding of controversial nuances. Evaluate it
+      from the eyes of someone who needs it.
+
+So if you think that my personal take on the issues has clouded the goal
+for any particular term, then say so and try to back up your argument
+with clear logic. I'm willing to make changes on this basis, but not on
+the basis that you ?feel? a newcomer will be confused.
+
+I haven't included the actual links to the indicated threads, mainly
+because that would delay this posting by at least a week, and it's time
+to get it off the ground. They'll get added in the next iteration. I
+figure maybe a month of discussion about this version is a good plan. If
+you can think of other relevant threads (remember: helpfulness), then
+suggest them. I'm also interested in getting links to articles by others
+for specific terms (e.g. M.J./s 'Applied Design/, etc); the question is,
+which terms.
+
+Finally, some of the terms are desperately in need of discussion and
+revision: ?Metagame? as a character component really sucks; and I'm
+proposing ?Positioning? instead. In fact, ?metagame mechanics? seems to
+be a broken term as well (an older thread convinced me). And a few
+others. I'm certainly happy to see what people think of these, but
+again, please do the reading and reflection necessary before you bomb in
+with your reactions.
+
+
+    Part One: the Big Model
+
+The following key concepts and how they inter-relate form a foundation
+for nearly all of the other terms, which provide examples, refinements,
+or sub-sets for them.
+
+The key concepts are:
+
+*The Big Model, Social Contract, Exploration, Shared Imagined Space,
+Creative Agenda, Techniques, Ephemera, Lumpley Principle, and Coherence*
+
+Most of the other terms on the list only take on their meaning when
+considered in the framework of these concepts and their interactions.
+
+Big model pic (PDF) <http://indie-rpgs.com/_articles/bigmodelpic.pdf>
+
+Big model, the
+
+    A description of role-playing procedures as embedded in the social
+    interactions and creative priorities of the participants. Each
+    internal "box," "layer," or "skin" of the model is considered to be
+    an expression of the box(es) containing it. See the discussion in
+    /Narrativism: Story Now/ and /The big model - this is it/.
+
+Coherence
+
+    The degree to which one or a combination of Creative Agendas are
+    accepted and reinforced among members of a role-playing group.
+    Coherence may also be applied to game design, but only indirectly,
+    in terms of whether it does or does not facilitate such a shared
+    agenda.
+
+Creative Agenda (CA)
+
+    The aesthetic priorities and any matters of imaginative interest
+    regarding role-playing. Three distinct Creative Agendas are
+    currently recognized: Step On Up (Gamist), The Right to Dream
+    (Simulationist), and Story Now (Narrativist). This definition
+    replaces all uses of "Premise" in /GNS and other matters of
+    role-playing theory/ aside from the specific Creative Agenda of
+    Narrativist play. Creative Agenda is expressed using all Components
+    of Exploration, but most especially System.
+
+Ephemera
+
+    Moment-to-moment or sentence-to-sentence actions and statements
+    during play. Combinations of Ephemera often construct Techniques.
+    Changes in Stance represent one example of an Ephemeral aspect of play.
+
+Exploration
+
+    The imagination of fictional events, established through
+    communicating among one another. Exploration includes five
+    Components: Character, Setting, Situation, System, and Color. See
+    also Shared Imagined Space (a near or total synonym).
+
+Lumpley Principle, the
+
+    "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, see Vincent?s standard
+    rant: power, credibility, and assent and Player power abuse.
+
+Social Contract
+
+    All interactions and relationships among the role-playing group,
+    including emotional connections, logistic arrangements, and
+    expectations. All role-playing is a subset of the Social Contract.
+
+Techniques
+
+    Specific procedures of play which, when employed together, are
+    sufficient to introduce fictional characters, places, or events into
+    the Shared Imagined Space. Many different Techniques may be used, in
+    different games, to establish the same sorts of events. A given
+    Technique is composed of a group of Ephemera which are employed
+    together. Taken in their entirety for a given instance of
+    role-playing, Techniques comprise System.
+
+
+    Part Two: the terms list
+
+I've tried to avoid outright tautology (B says "see A," A says "see B"),
+but if you encounter a term that uses lots of other terms in the
+definition, then you know you're pretty deep down in the key concept
+framework.
+
+Abashed
+
+    Game design which displays features of one or more Creative Agenda
+    that, in their applications, are operationally contradictory. It is
+    a minor form of design Incoherence. However, an Abashed design is
+    easily correctable by ignoring or altering isolated portions of the
+    rules (minor Drift) during play. See /Abashed Vanillaism/ and /my
+    review/ of Little Fears.
+
+Actor Stance
+
+    The person playing a character determines the character's decisions
+    and actions using only knowledge and perceptions that the character
+    would have. This stance does not necessarily include identifying
+    with the character and feeling what he or she "feels," nor does it
+    require in-character dialogue. See Stance.
+
+Address Premise, to
+
+    To establish, develop, and resolve a Premise during play, with
+    emphasis on the decisions made by the protagonist characters. See
+    also Premise, Protagonism, and Story Now.
+
+Author Stance
+
+    The person playing a character determines the character's decisions
+    and actions based on the person's priorities, independently of the
+    character?s knowledge and perceptions. Author Stance may or may not
+    include a retroactive "motivation" of the character to perform the
+    actions. When it lacks this feature, it is called Pawn Stance.
+
+Authority
+
+    The privilege given to a person, process, or written material to
+    establish anything into the Shared Imaginary Space. A controversial
+    topic; see also Credibility.
+
+Balance
+
+    This term is undefined. Used without clarification by the user, it
+    typically diminishes the value of discussions about role-playing.
+    See the discussion in /Gamism: Step On Up/.
+
+Balance of Power
+
+    How the "buck stops here" authority regarding resolution in play is
+    distributed among members of a role-playing group. A feature of
+    Social Contract, related to Credibility and GM-tasks, which directly
+    affects System. This term was first applied to role-playing
+    interactions by Hunter Logan.
+
+Bang
+
+    The Technique of introducing events into the game which make a
+    thematically-significant or at least evocative choice necessary for
+    a player. The term is taken from the rules of Sorcerer. See also
+    Kicker.
+
+Beeg Horseshoe Theory, the
+
+    A proposed visual model for the relationship among the three
+    Creative Agendas around a flat circle, with an "open space" for
+    Simulationist play, because it may not exist. First proposed by
+    Jared Sorensen as a criticism of Simulationist play (or
+    pseudo-play), then re-proposed by Mike Holmes in an effort to
+    validate Simulationist play. A controversial topic; see /The Beeg
+    Horseshoe Theory/, /Beeg Horseshoe Theory revisited/, and /The Roots
+    of Sim II/.
+
+Big Model, the
+
+    /This is a key concept/. See the first section.
+
+Black Curtain
+
+    The effects of a variety of 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, Force, and the discussion in /Narrativism: Story Now/.
+
+Blood Opera
+
+    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. An
+    example of Situation. Term coined by Ralph Mazza, Jake Norwood, and
+    Ron Edwards.
+
+Bob
+
+    The Technique of withholding response or otherwise mandating a
+    "rest" in the action of play. Term coined in /Sex & Sorcery/.
+
+Breaking the game
+
+    A dysfunctional Technique of Hard Core Gamist play, characterized by
+    rendering other participants' efforts ineffective without recourse.
+
+Calvinball
+
+    A potentially-dysfunctional Technique of Hard Core Gamist play,
+    characterized by making up the rules of a game as it is played,
+    especially in the immediate context of advantaging oneself and
+    disadvantaging one's opponents. "Tagged you! Tags mean you're out!"
+    "It's Tuesday! Tagging doesn't work on Tuesdays!" Most so-called
+    "rules-lawyering" is actually Calvinballing. The term is taken from
+    the comic strip /Calvin & Hobbes/; see also /The Unofficial Official
+    Rules of Calvinball/.
+
+Challenge
+
+    The Situation, i.e., adversity or imposed risk to player-characters
+    of any kind, in the context of Gamist play. It's the imaginative
+    arena for the Creative Agenda of Step On Up. See the Gamble and the
+    Crunch.
+
+Character
+
+    A fictional person or entity which may perform actions in the
+    imaginary situation. One of the Components of Exploration.
+
+Character Components
+
+    The System-specific 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, Positioning, and
+    Resource; also see Currency.
+
+Coherence
+
+    /This is a key concept/. See the first section.
+
+Color
+
+    Imagined details about any or all of System, Character, Setting, or
+    Situation, added in such a way that does not change aspects of
+    action or resolution in the imagined scene. One of the Components of
+    Exploration.
+
+Competition
+
+    Conflicts of interest such that goals achieved by one person bring a
+    disadvantage to one or more others. Competition may operate
+    independently (a) among people engaged in role-playing or (b) among
+    imaginary characters. An example of a Dial during play. Competition
+    may or may not be associated with Gamist play, but when it is
+    present among people, Gamist play is very likely to be occurring.
+    See /Gamism: Step On Up/.
+
+Components of Exploration
+
+    In combination, the necessary parts of the imaginary content of a
+    role-playing situation. Separately, they include Character, Setting,
+    Situation, System, Color; see Exploration.
+
+Conflict resolution
+
+    A Technique in which the mechanisms of play focus on conflicts of
+    interest, rather than on the component tasks within that conflict.
+    When using this Technique, inanimate objects are conceived to have
+    "interests" at odds with the character, if necessary. Contrast with
+    Task resolution.
+
+Congruence
+
+    Play in which two or more different Creative Agendas may be
+    expressed in such a way that they neither interfere with one another
+    nor are easily distinguished through observation. The term was
+    coined by Walt Freitag in /GNS and "Congruency"/. A controversial
+    topic.
+
+Creative agenda (CA)
+
+    /This is a key concept/. See the first section.
+
+Credibility
+
+    The degree to which a given statement is adopted into the imaginary
+    events of play, with or without reference to rules. A feature of the
+    Lumpley Principle. Credibility may be applied to the statement
+    (imaginary event) itself or to the person who supplies it; see also
+    Authority.
+
+Cross
+
+    The Technique of introducing effects from previous scenes into
+    current scenes, although the scenes do not contain the same
+    player-characters. Term coined in /Sex & Sorcery/.
+
+Crunch, the
+
+    An application or type of Challenge, based on high predictability
+    relative to risk. A feature of Gamist play.
+
+Currency
+
+    The exchange rate within and among Character Components. Currency
+    may or may not be explicit (e.g. "character points"), but it is a
+    universal feature of System, specifically as it relates to Character.
+
+Death spiral
+
+    The effects of a mechanic which not only has negative effects on a
+    character, but also diminishes the Effectiveness of the ability to
+    resist the re-application of the mechanic.
+
+Deprotagonize (Paul Czege)
+
+    To limit or devalue another person's opportunity to establish their
+    character as a protagonist during Narrativist play. Note that this
+    is specific to Paul's use of Protagonism strictly in the limited
+    Narrativist context.
+
+Design
+
+    This term is used in two distinct ways. (1) Referring to actual
+    play, it is the sum of interactions among Techniques. (2) Referring
+    to text, it is the written version of such interactions with the
+    implication of author intent.
+
+DFK
+
+    Short for Drama, Fortune, and Karma, referring to the Resolution
+    mechanics of a given System, which may include any combination or
+    blending of the three. Terms originally presented in the game
+    /Everway/; altered in current usage.
+
+Dial
+
+    A feature of System by which a given aspect of the imaginary
+    material may be increased or decreased, in terms of Effectiveness,
+    Color, or Points-of-Contact. Depending on the system, dials may be
+    "spun" before play (in which case their value is expected to be
+    fixed) or during play. The term was first presented in /Champions
+    Millenium/.
+
+Diceless
+
+    Usually but not always referring to the absence of Fortune-based
+    resolution during play. Alternatively, refers to relying on Drama
+    Techniques for Resolution. See /GNS and other matters of
+    role-playing theory/ as well as /Dice and diceless: one designer?s
+    radical opinion/. A controversial topic.
+
+Dickweed character
+
+    A character defined and played according to conflicts of interest
+    with the other characters; potentially a primary source of
+    adversity. The presence of a dickweed character does not require or
+    imply inter-player competition.
+
+Director Stance
+
+    The person playing a character determines aspects of the environment
+    relative to the character in some fashion, entirely separately from
+    the character's knowledge or ability to influence events. Therefore
+    the player has not only determined the character's actions, but the
+    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.
+
+Drama
+
+    Resolving imaginary events based on stated outcomes without
+    reference to numerical values or (in some cases) statements that
+    have been previously established (e.g. written on a character
+    sheet). See also DFK and Resolution.
+
+Dramatism
+
+    One of the three styles of role-playing identified by Mary Kuhner in
+    the Threefold Model, but not recognized as a distinct Creative
+    Agenda in the Big Model.
+
+Drift
+
+    Changing from one Creative Agenda to another, or from the lack of
+    shared Creative Agenda to a specific one, during play, typically
+    through changing the System. In observational terms, often marked by
+    openly deciding to ignore or alter the use of a given rule.
+
+Dysfunction
+
+    Simply, role-playing which is not fun. Most Forge discussions
+    presume that un-fun role-playing is worse than no role-playing.
+
+Effectiveness
+
+    A Character Component: quantities or terms which are directly used
+    to determine the success or extent of a character?s actions during
+    play.
+
+Egri, Lajos
+
+    The author of /The Art of Dramatic Writing/ (1946); see Premise.
+
+El Dorado
+
+    A term for the unrealizable ideal of consistently addressing Premise
+    through explicitly Simulationist play. This term is often
+    mis-interpreted as Simulationist-Narrativist hybrid play or any
+    number of other concepts. Coined by Paul Czege; see /Simulationism
+    and Narrativism under the same roof/ and /El Dorado/.
+
+Ephemera
+
+    /This is a key concept/. See the first section.
+
+Exploration
+
+    /This is a key concept/. See the first section..
+
+Fantasy Heartbreaker
+
+    A published role-playing game which retains specific aesthetic
+    assumptions from pre-3rd edition versions of Dungeons & Dragons. See
+    /Fantasy Heartbreakers/ and /More Fantasy Heartbreakers/.
+
+Five elements of Exploration
+
+    See "Components of Exploration."
+
+Force
+
+    The Technique of control over characters' thematically-significant
+    decisions by anyone who is not the character's player. When Force is
+    applied in a manner which disrupts the Social Contract, the result
+    is Railroading. Originally called "GM-oomph" (Ron Edwards), then
+    "GM-Force" (Mike Holmes).
+
+Fortune
+
+    A method of resolution employing unpredictable non-behavioral
+    elements, usually based on physical objects such as dice, cards, or
+    similar. See also DFK and Resolution.
+
+Fortune-at-the-End (FatE)
+
+    Employing a Fortune Resolution technique (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 (FitM)
+
+    Employing a Fortune Resolution technique (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. /HeroQuest/). See
+    /my review/ of Hero Wars, see also discussions in the /Alyria forum/.
+
+Gamble, the
+
+    An application or type of Challenge, based on high risk relative to
+    predictability. A feature of Gamist play.
+
+Gamism (Gamist play)
+
+    One of the three currently-recognized Creative Agendas. The term was
+    first proposed by Mary Kuhner for the Threefold Model; its usage is
+    very similar in the Big Model. See Step On Up.
+
+Generalist
+
+    A role-playing game design which is non-specific for Setting.
+    Typically such games correspond to the Purist-for-System parameters.
+    See /Simulationism: the Right to Dream/.
+
+Genre
+
+    This term is undefined, in practice, and requires clarification by
+    its user to be meaningful. Arguably its content is accounted for
+    upon identifying the Components of Exploration in a role-playing
+    situation. See /GNS and related matters of role-playing theory/ for
+    the complete discussion.
+
+Genre Expectations
+
+    A Technique of establishing the Components of Exploration through a
+    pre-play discussion among the participants, usually with references
+    to previous sources, articulating what is to be customized or
+    conformed to; highly integrated with thematic elements. The term was
+    employed regarding role-playing by Fang Langford.
+
+GM (Game Master)
+
+    Traditionally, a designated person given responsibility for some or
+    all of the GMing Tasks. Since the actual tasks and authority over
+    them varies widely across role-playing, this term has many different
+    meanings. See GMing Tasks. The phrase "/the/ GM" implies that the
+    GMing-tasks are concentrated in the hands of one person.
+
+GM-Force
+
+    See Force.
+
+GM-ful play
+
+    The Technique of distributing GMing Tasks across all the members of
+    a role-playing group, up to and including re-distributing them
+    during play, as opposed to concentrating them in one person. Coined
+    by Emily Care Boss. See /An approach for mechanics and innovation/.
+
+GM-oomph
+
+    See Force.
+
+GMing-Tasks
+
+    A family of tasks which are necessary to establish the Components of
+    Exploration as play proceeds. They all concern Credibility regarding
+    Scene Framing, IIEE, and Resolution. Significantly, not all
+    instances of role-playing include the same GMing tasks or organize
+    them in the same way; using the term "GM" or "GMing" is often
+    problematic as different people organize and negotiate GMing tasks
+    differently. See /Narrativism: Story Now/ for a list of GMing tasks.
+
+Gnarliburr
+
+    A character which cannot engage in relevant interaction with other
+    characters and lacks identification-value for participants. Term
+    introduced by David Kwill and the CLAWS society; see /Suspension of
+    reality and playing odd characters/.
+
+GNS
+
+    Abbreviation for Gamism, Narrativism, and Simulationism. When used
+    as a single term, synonymous with Creative Agenda. Formerly referred
+    to as "G/N/S."
+
+Handling Time
+
+    The real time required to process, calculate, and interpret a
+    resolution Technique once its procedures have been applied. See also
+    Search Time.
+
+Hard Core
+
+    Gamist play with minimal or even absent Exploration and high levels
+    of inter-player competition; see Breaking the game, Calvinball,
+    Powergaming, and Turnin'.
+
+High-Concept Simulationism
+
+    Play which strongly emphasizes an embedded theme and possibly a
+    fixed storyline. Contrast with Purist for System. See
+    /Simulationism: the Right to Dream/.
+
+Hybrid
+
+    Play which combines two or more Creative Agendas. Observed
+    functional hybrids to date include only two rather than all three,
+    and one of the agendas is apparently primary or dominant, with the
+    other playing a supportive role. See /my review/ of /The Riddle of
+    Steel/.
+
+IIEE
+
+    Intent, Initiation, Execution, and Effect - how actions and events
+    in the imaginary game-world are resolved in terms of (1) real-world
+    announcement and (2) imaginary order of occurrence. See /The four
+    steps of action/ and /What is IIEC?/ A necessary feature of System
+    during play, usually represented by several Techniques and many
+    Ephemera.
+
+Illusionism
+
+    A family of Techniques in which a GM, usually in the interests of
+    story creation, story creation, exerts Force over player-character
+    decisions, in which he or she has authority over
+    resolution-outcomes, and in which the players do not necessarily
+    recognize these features. See /Illusionism: a new look and a new
+    approach/ and /Illusionism and GNS/. Term coined by Paul Elliott.
+
+Immersion
+
+    This term has no single definition. Some uses, among others,
+    include: (a) undivided attention to the Shared Imagined Space, (b)
+    the absence of overtly stating features of Social Contract and
+    Creative Agenda, (c) strong identification with one?s imaginary
+    character. See /Why immersion is a tar baby 'and 'Immersive Story/
+    by John Kim.
+
+Impossible Thing Before Breakfast, the
+
+    "The GM is the author of the story and the players direct the
+    actions of the protagonists." Widely repeated across many
+    role-playing texts. Neither sub-clause in the sentence is possible
+    in the presence of the other. See /Narrativism: Story Now/.
+
+In-character (IC)
+
+    An Ephemera. A style of narration using first-person point of view
+    to describe character dialogue or actions. Neither IC or
+    Out-of-Character (OOC) should be confused with Stance.
+
+Incoherence
+
+    Play which includes incompatible combinations of Creative Agendas
+    among participants. Incoherent play is considered to contribute to
+    Dysfunctional play, but does not define it. Incoherence may be
+    applied indirectly to game rules. Abashedness represents a minor,
+    correctable form of Incoherence.
+
+Infamous Five, the
+
+    A series of threads and sub-threads examining all the major topics
+    of the Forge in relation to one another, and which helped to shape
+    the community of the site. See /The Infamous Five/ for a complete
+    listing of links.
+
+Instance of play
+
+    Sufficient time spent on role-playing necessary to identify all
+    features of System in operation. According to the Big Model, once
+    these features are identified and evaluated in terms of a given
+    group?s Social Contract, then Creative Agenda (or its absence) may
+    also be identified. In practice, an Instance of play is rarely
+    shorter than a full session, and may be much longer.
+
+Intuitive continuity
+
+    A method of preparing role-playing sessions in which the GM uses the
+    players? interests and actions during initial play to construct the
+    back-story of the scenario retroactively. The term was first
+    presented in the game /Underworld/.
+
+Karma
+
+    Resolution based on comparison of Effectiveness values alone. See
+    DFK and Resolution.
+
+Kicker
+
+    Player-authored Situation incorporated into the character-creation
+    System; a formal version of Positioning. The term was first
+    presented in the game /Sorcerer/.
+
+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 character creation system is said
+    to be layered.
+
+Line, the
+
+    Techniques which reinforce the limits for content that is not
+    permitted to be included in the Explorative content of play, for a
+    particular group. See also the Veil. The term was introduced in /Sex
+    & Sorcery/.
+
+Lumpley Principle, the
+
+    /This is a key concept/. See the first section.
+
+Mechanics
+
+    Individual and specific features of System; Mechanics in text form
+    are "rules."
+
+Metagame (a Character Component)
+
+    See Positioning.
+
+Metagame (general)
+
+    All aspects of play that concern non-Explorative matters or
+    priorities; in terms of the Big Model, the levels of Social Contract
+    and Creative Agenda.
+
+Metagame mechanics
+
+    Techniques which do not require justification using in-game cause,
+    in many cases including Author and Director Stances. In terms of the
+    Big Model, System is being conducted solely in terms of the Social
+    Contract, without Exploration as the medium. As it stands, this term
+    is misleading and is under discussion for renaming; see
+    Meta-metagame for links.
+
+Meta-metagame
+
+    Synonymous with Metagame as the latter term is currently defined,
+    but contradictory to "metagame mechanic," which is currently under
+    revision. See /Purpose of rules/ and /Metagame & mechanics/.
+
+Metaplot
+
+    This term is used in several different ways. (1) A sequence of
+    large-scale changes in setting and actions of NPCs which stimulate
+    conflicts, especially when planned to occur well in advance of play;
+    (2) a version of #1 generated through publications and expected to
+    be implemented by customers in their games, usually through the
+    agency of the GM; #2 or #3 which override players? degree of choice
+    regarding their characters? role, which is to say, which require
+    significant use of Force, usually by the GM.
+
+Munchkin
+
+    A derogatory term used in several different ways, including by
+    non-Gamists vs. Gamists in general, by Hard Core or heavy-Step
+    Gamists vs. Wimps, and by high-Exploration Gamists vs. Hard Core
+    play. See /Gamism: Step On Up/.
+
+Narration
+
+    A type of Ephemera. What is said by a game participant to alter or
+    add to the Shared Imaginary Space. How narration is distributed
+    among participants varies widely; to be fully accepted, narration
+    requires Credibility.
+
+Narrativism (Narrativist play)
+
+    One of the three currently-recognized Creative Agendas. See Story Now.
+
+No Myth
+
+    Intuitive Continuity which includes all Setting features (i.e. more
+    than just Situation). An extreme version of the general principle
+    that the Shared Imagined Space is established by people
+    communicating with one another. Term coined by Fang Langford.
+
+Omni-play
+
+    A controversial term coined by Mike Holmes. Play in which two or
+    more distinctive and separate Creative Agendas are included;
+    conceivably a functional form of Incoherent play. See also
+    Congruence and Hybrid, as well as /The Omni-player/.
+
+One-step-removed
+
+    Character Exploration which utilizes an intermediary persona for
+    different characters in episodic, unrelated settings and situations,
+    as in /Amazing Engine/, /Tales from the Crypt/, /Hong Kong Action
+    Theater/, and /Extreme Vengeance/. Term coined by John Marron.
+
+Ouija-board role-playing
+
+    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. Term coined by Ron Edwards; see /Narrativism: Story Now/.
+
+Out-of-character (OOC)
+
+    An Ephemera. A style of narration describing character actions or
+    dialogue in the third person. Neither OOC nor In-character (IC)
+    narration should be confused with any of the three Stances, nor with
+    any particular Creative Agenda.
+
+Participationism
+
+    The Technique of using Force without the Black Curtain. Term coined
+    by Mike Holmes.
+
+Pastiche
+
+    An artistic production which relies on invoking pre-existing
+    productions' features for its primary effect; at worst, a simple
+    imitation, but at best, potentially a strong secondary comment on
+    the original text. Often associated with "fanfic" or other forms of
+    homage.
+
+Pawn Stance
+
+    A subset of Author Stance which lacks the retroactive "motivation"
+    of the character to perform the actions. Often but wrongly
+    identified with Gamist play. See Stance.
+
+Paying to Suck
+
+    A feature of System in which buying an ability for a character with
+    some sort of Currency nets him with an low chance of success that is
+    even worse than an unskilled attempt. Widely considered undesirable.
+    Term?s origin uncertain; Ron Edwards first heard it employed by Rick
+    Ford.
+
+Pervy
+
+    Game-play in which the Creative Agenda relies on highly-specific
+    Techniques and Ephemera, often applied multiple times per imaginary
+    event during play. More generally covered by the concept of Points
+    of Contact, which concerns the degree to which System is Explored.
+    See /Vanilla Narrativism/ and /Points of Contact/.
+
+Player
+
+    A problematic term. (a) Any participant in a role-playing
+    experience, including the one or ones who carry out GM-tasks; or (b)
+    a participant who does not, or temporarily does not, carry out any
+    GM-tasks, and therefore concentrates primarily on the actions of a
+    single character.
+
+Points of Contact
+
+    The steps of rules-consultation, either in the text or internally,
+    per unit of established imaginary content. This is not the same as
+    the long-standing debate between Rules-light and Rules-heavy
+    systems; either low or high Points of Contact systems can rely on
+    strict rules. See /Vanilla and Pervy/, /Pervy in my head/, /Cannot
+    stand cutesie-poo terms/, /Pervy Sim/, /points of contact,
+    accessibility/.
+
+Positioning
+
+    A Character Component. Behavioral, social, and contextual statements
+    about a character. Formerly (and confusingly) called Metagame. See
+    also Currency.
+
+Powergaming
+
+    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.
+
+Premise (adapted from Egri)
+
+    A generalizable, problematic aspect of human interactions. Early in
+    the process of creating or experiencing a story, a Premise is best
+    understood as a proposition or perhaps an ideological challenge to
+    the world represented by the protagonist's passions. Later in the
+    process, resolving the conflicts of the story transforms Premise
+    into a theme - a judgmental statement about how to act, behave, or
+    believe. In role-playing, "protagonist" typically indicates a
+    character mainly controlled by one person. A defining feature of
+    Story Now.
+
+Prima Donna
+
+    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.
+
+Protagonism
+
+    A problematic term with two possible meanings. (1) A characteristic
+    of the main characters of stories, regardless of who produced the
+    stories in whatever way. (2) A characteristic set of behaviors among
+    people during role-playing, associated with Narrativist play, with a
+    necessary unnamed equivalent in Gamist play and possibly another in
+    Simulationist play. In the latter sense, coined by Paul Czege.
+
+Purist for System
+
+    A category of design which emphasizes applying a set of simulated
+    physical and other in-game causes to a wide variety of possible
+    settings, characters, and situations. See /Simulationism: the Right
+    to Dream/.
+
+Railroading
+
+    Control of a player-character's decisions, or opportunities for
+    decisions, by another person (not the player of the character) in
+    any way which breaks the Social Contract for that group, in the eyes
+    of the character's player. The term describes an interpretation of a
+    social and creative outcome rather than any specific Technique.
+
+Realism
+
+    This term is undefined and must be locally specified in order to
+    make sense in a discussion of role-playing.
+
+Relationship map
+
+    A Technique for play-preparation which primarily, although not
+    exclusively, outlines the ties of sexual contact and kinship among
+    characters. Typically these ties are not immediately known to the
+    protagonist characters. The term was first presented in /The
+    Sorcerer?s Soul/. Compare to the group-based and more general
+    Technique of Storymapping.
+
+Resolution
+
+    Establishing fictional events into the time-sequence of the Shared
+    Imaginary Space. Includes DFK, IIEE, and narration, among other
+    things. A necessary feature of System.
+
+Resource
+
+    A Character Component. An available quantity upon which
+    Effectiveness or Positioning mechanics may draw, or which are
+    reduced to reflect harm to the character. Arguably applicable to
+    non-character components of play as well.
+
+Reward System
+
+    (a) The personal and social gratification derived from role-playing,
+    a feature of Creative Agenda. (b) In-game changes, usually to a
+    player-character, a feature of System and Character. (c) As a subset
+    to (b), improvement to one or more of the character?s Components.
+    Typically, the term refers to how (a) is facilitated by (b).
+
+Right to Dream, the
+
+    Commitment to the imagined events of play, specifically their
+    in-game causes and pre-established thematic elements. One of the
+    three currently-recognized Creative Agendas. As a top priority for
+    role-playing, the defining feature of Simulationist play. See
+    /Simulationism: the Right to Dream/.
+
+Roads to Rome
+
+    A technique of scenario preparation in which the GM has prepared a
+    climactic scene and maneuvers or otherwise determines that character
+    activity leads to this scene.
+
+Roles, "role levels
+
+    "(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 other characters - 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. See /The class issue/.
+
+Rules
+
+    Textual instruction about (a) anything and everything concerning
+    role-playing this particular game, or (b) specifically Techniques
+    and Ephemera. Used in this sense, Rules are distinct from the System
+    actually employed during play, although it may be used as a
+    reference or justification for it.
+
+Scene Framing
+
+    A GM-task in which many possible Techniques are used to establish
+    when a sequence of imaginary events begins and ends, what characters
+    are involved, and where it takes place. Analogous to a "cut" in film
+    editing which skips fictional time and/or changes location. A
+    necessary feature of System.
+
+Screen Time
+
+    The extent of attention afforded to a given player's Explorative
+    contributions from the other participants, with special emphasis on
+    that participant?s access to applying the System. A type of Ephemera.
+
+Search Time
+
+    The real time required to determine necessary values or information
+    prior to applying a resolution Technique. See also Handling Time.
+
+Setting
+
+    Elements described about a fictitious game world including period,
+    locations, cultures, historical events, and characters, usually at a
+    large scale relative to the presence of the player-characters. A
+    Component of Exploration.
+
+Shared Imagined Space (SIS, Shared Imagination)
+
+    The fictional content of play as it is established among
+    participants through role-playing interactions. See also Transcript
+    (which is a summary of the SIS after play) and Exploration (a near
+    or total synonym).
+
+Skewer
+
+    A description of a given person?s preferred way to role-play,
+    "piercing" down from Social Contract through all the layers of the
+    Big Model. Most player-classification lists (/Strike Force/,
+    /Champions 4th edition/, /Robin?s Laws/) present Skewers. Term
+    coined by Ron Edwards.
+
+Simulationism (Simulationist play)
+
+    One of the three currently-recognized Creative Agendas. See The
+    Right to Dream.
+
+Simulationist-by-habit
+
+    A form of Synecdoche which defines "role-playing" according to
+    certain historically-widespread Simulationist approaches to play.
+    The system's job is to provide the physics of the game-world" is a
+    good example. Term coined by Jesse Burneko.
+
+Situation
+
+    Dynamic interaction between specific characters and small-scale
+    setting elements; Situations are divided into scenes. A component of
+    Exploration, considered to be the "central node" linking Character
+    and Setting, and which changes according to System. See also Kicker,
+    Bang, and Challenge.
+
+Social Context
+
+    How role-playing as an activity relates to one's social life in
+    general. See /Social Context/ and /What does role-playing gaming
+    accomplish?/.
+
+Social Contract
+
+    /This is a key concept/. See the first section.
+
+Stakes
+
+    What stands to be lost and/or gained during Gamist play; the term
+    may be applied at either or both Step on Up (participants) or
+    Challenge (characters) levels of play.
+
+Stance
+
+    The cognitive position of a person to a fictional character.
+    Differences among Stances should not be confused with IC vs. OOC
+    narration. Originally coined in the RFGA on-line discussions; see
+    /John Kim?s website/ for archives. Current usage modified in /GNS
+    and other matters of role-playing theory/. See Author, Actor, and
+    Director Stance.
+
+Step On Up
+
+    Social assessment of personal strategy and guts among the
+    participants in the face of risk. One of the three
+    currently-recognized Creative Agendas. As a top priority of
+    role-playing, the defining feature of Gamist play.
+
+Story
+
+    An imaginary series of events which includes at least one
+    protagonist, at least one conflict, and events which may be
+    construed as a resolution of the conflict. A Story is a subset of
+    Transcript distinguished by its thematic content. Role-playing may
+    produce a Story regardless of which Creative Agenda is employed.
+
+Story Now
+
+    Commitment to Addressing (producing, heightening, and resolving)
+    Premise through play itself. The epiphenomenal outcome for the
+    Transcript from such play is almost always a story. One of the three
+    currently-recognized Creative Agendas. As a top priority of
+    role-playing, the defining feature of Narrativist play.
+
+Storymap
+
+    A technique of scenario preparation in which all participants
+    present situations, locales, problems, and characters, after which
+    most of the participants choose characters to play individually.
+    First presented in /Legends of Alyria/.
+
+Switch
+
+    A customizable aspect of System which allows participants to allow
+    it to be present or absent during play, often for the whole of that
+    particular group?s play. A Dial with two settings (on/off). Also
+    called a toggle. The term was first presented in /Champions Millenium/.
+
+Synecdoche
+
+    Taking a part for the whole, or vice versa. A common problem in
+    discussing Creative Agenda; see /GNS and other matters of
+    role-playing theory/.
+
+System
+
+    The means by which imaginary events are established during play,
+    including character creation, resolution of imaginary events, reward
+    procedures, and more. It may be considered to introduce fictional
+    time into the Shared Imagined Space. See also 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.
+
+Techniques
+
+    /This is a key concept/. See the first section.
+
+Tells
+
+    Social indicators of a given person?s preference for a Creative
+    Agenda, during play.
+
+Theme
+
+    The point, message, or key emotional conclusion perceived by an
+    audience member, about a fictional series of events. The presence of
+    a theme is the defining feature of Story as opposed to Transcript.
+    See /Narrativism: Story Now/.
+
+Threefold Model
+
+    A description of three distinct "styles" of role-playing, proposed
+    by Mary Kuhner and further developed in on-line discussions. See
+    /John Kim?s website/ for archives. The Threefold Model inspired but
+    is not identical to the Creative Agenda feature of the Big Model.
+
+Trailblazing
+
+    A set of Techniques including Scene Framing and Force, but reducing
+    Force when resolving conflicts within the scene. Term coined by M.J.
+    Young; see /Does module play equal Participationism?/.
+
+Transcript
+
+    An account of the imaginary events of play without reference to
+    role-playing procedures. A Transcript may or may not be a Story.
+
+Transition
+
+    Theoretically, changing from one Creative Agenda to another through
+    the course of play using rules designed to make that process easy.
+    Coined by Fang Langford in reference to his unfinished game design
+    /Scattershot/.
+
+Transparency
+
+    Rules design that does not call attention to the rules in operation.
+    A controversial term; I suggest that it is subsumed within Coherence
+    without reference to any degree of rules? detail or their
+    quantitative vs. qualitative features. See /Transparency/ and
+    /Transparency again/.
+
+Turku role-playing (Elaaytyjivism)
+
+    A mode of play presented as a manifesto, in which in-character
+    feeling and thinking is given the highest priority, to such an
+    extent that even communicating the experience to others is
+    secondary. By my terminology, Turku play is comprised of
+    Simulationism emphasizing Character Exploration, resolved mainly
+    using Drama or low Points-of-Contact Fortune mechanics, and highly
+    reinforced through an explicit Social Contract. See /The Turku
+    School/, /LARP manifesting/ in /The LARPer/ magazine, and /Dogma 99/.
+
+Turnin'
+
+    A potentially dysfunctional technique of Hard Core Gamist play,
+    characterized by treating one another's characters as the primary
+    source of Challenge. A functional equivalent in Narrativist play is
+    Blood Opera.
+
+Typhoid Mary
+
+    A GM who employs Force in the interests of "a better story," usually
+    identifiable as addressing Premise; however, in doing so, the GM
+    automatically de-protagonizes Narrativist players and therefore
+    undercuts his or her own priorities of play, as well as being
+    perceived as a railroader by the players. An extremely dysfunctional
+    subset of Narrativist play.
+
+Underbelly
+
+    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. Term coined by Ron
+    Edwards; also sometimes called "inverse metaplot." See /Metaplots,
+    railroading, and settings/ and /Open/closed setting (Pyron?s woes
+    take 165)/.
+
+Universal
+
+    Design with the goal of applying System to multiple Settings. Such
+    design typically corresponds to Purist for System. A mildly
+    controversial term; see also Generalist.
+
+Vanilla
+
+    Game-play in which the Creative Agenda requires few if any complex
+    or specific Techniques, as opposed to Pervy. More generally covered
+    by the concept of Points of Contact, which concerns the degree to
+    which System is Explored.
+
+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 organization of narration, or
+    improvised additions to the setting or situations. People who
+    typically play in this fashion often fail to recognize their
+    Creative Agenda as Narrativist. See /Vanilla Narrativism/ and the
+    links listed under Points of Contact.
+
+Veil, the
+
+    Techniques for describing events without providing specific imagery
+    or details. Originally presented in /Sex & Sorcery/.
+
+Weave
+
+    The Technique of bringing non-player-character (NPC) activities
+    closer to the player-characters and to introduce multiple responses
+    among NPC and player-character actions. Term coined in /Sex & Sorcery/.
+
+Wheedler
+
+    A participant who achieves his or her goals during role-playing
+    primarily through influencing the other participants directly,
+    whether through hinting, badgering, pleading, or other similar
+    behaviors. Term coined by John Kim.
+
+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. A common source of Deprotagonizing; usually
+    considered a Design flaw.
+
+Wimpiness
+
+    A dysfunctional form of Gamism characterized by poor sportsmanship,
+    i.e., the unwillingness to accept a loss.
+
+Zilchplay
+
+    Desiring characters to be active particpants in an imagined world,
+    but also to do as little as possible to make that shared imagining
+    happen. A type of Simulationism by default, because in the absence
+    of a desire to actively pursue a Gamist or Narrativist agenda the
+    only focus is on exploration. A controversial term, coined by Walt
+    Freitag; see /Zilchplay (split from Understanding: the "it")/.
+
+------------------------------------------------------------------------
+
+Last updated 08-May-2004 08:58:29 CDT
+
+/The Forge/ created and administrated by Clinton R. Nixon
+<mailto:webmaster@indie-rpgs.com> and Ron Edwards
+<mailto:sorcerer@sorcerer-rpg.com>.
+All articles, reviews, and posts on this site are copyright their
+designated author.
+