A •
Adventure: A set of game sessions united by characters and by narrative sequence, setting or goal. •
Armor Class (or
AC): The difficulty to hit a specified target, abstracted from its dodging capacity and
armor. "This term was inherited from a naval battle game". measured by a template, distance in
hexagon or ordinary metrics.
B •
Buff: A statistical boost which offers some form of advantage, usually to a character.
C •
Campaign: A series of adventures. •
Character:
player character:
non-player character or game-master character: a fictional character in a role-playing game. •
Character class is an occupation, profession, or role assigned to a game character to highlight and differentiate their abilities and specializations. •
Character sheet: A record of a player character in a role-playing game, including whatever details, notes, game statistics, and background information a player would need during a play session. •
Character creation: The method used to create a player character. •
Critical: (dice) result (- hit / - failure) with lower probability (natural 1 or 20 on an
icosahedron, matched dice, etc.) resulting in a strong fictional/mechanical outcome.
D •
Difficulty Class (or
DC): A target number to succeed in a task. • '
: An enclosed location that contains hostile NPCs, such as a cave or building. A dungeon crawl' is a type of scenario in which players navigate a
labyrinth type of dungeon, battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find.
F •
Fumble: Critical failure. syn.
Botch.
G •
Game master (or
GM). The person who runs a role-playing game and arbitrates how actions are resolved and narrated. In many games, specialized terms are used, as such
Dungeon Master for the person running
Dungeons & Dragons, Storyteller for the person running a game set in the
World of Darkness or Referee for the person running
Traveller. • '''
Gamemaster's screen''': a folding screen, often of cardboard, used to hide adventure content from the players.
I •
Initiative : The determination of who goes first and in what order declared actions are carried out.
M •
Metagaming: A player's use of out-of-character knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances. •
Modifier: A number added to or subtracted from a die roll based on a specific skill or other attribute.
N •
Natural (roll): The number actually on a die, such as a natural 1 or a natural 20, indicating the die's face shows a 1 or a 20, as opposed to the number rolled plus modifiers.
S •
Saving throw: A
game mechanic in which dice are used to avoid some kind of negative effect on a character. Examples of popular safety toolsets include:
Lines and Veils by
Emily Care Boss (based on concepts from
Sex & Sorcery by
Ron Edwards),
Script Change by Beau Sheldon, and the
X-Card by John Stavropoulos. •
Session: A single meeting of a role-playing group. • '
(or '): The first game session where the game master and players determine the playstyle, mechanics and themes they will use as group in their game. Groups will also determine the expectations and limitations (including use of safety tools) of their game. Some groups also use this session to create characters and establish other parts of
worldbuilding for their game. •
Setting: The fictional world in which the game takes place. •
System: The set of
game mechanics which make up a game. • '
(TPK) or total party wipe(out) (TPW'): The entire
party of
player characters dies. •
Troupe system: A style of play in which different characters are run by the same player in different sessions; in some cases, the duties of the game master may also be rotated amongst the players. ==Terms used to describe characters==