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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")/.
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Last updated 08-May-2004 08:58:29 CDT
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