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| gameinfo:definitions [2025/06/08 01:06] – [Definitions of terms] restless | gameinfo:definitions [2025/06/20 01:32] (current) – [House rules] restless |
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| ====== Definitions of terms ====== | ====== Definitions of terms ====== |
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| Note: some common game-related terms are [[:rules:part_1_introduction|defined in the rules]]. | Note: some common game-related terms are [[:rules:part_1_introduction:|defined in the rules]]. |
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| Your typical treasure-hunting, homeless ne’er-do-well that goes around and stirs up trouble for the locals. Sometimes they accidentally do something positive and get branded "heroes." Of course, they let it go to their heads. | Your typical treasure-hunting, homeless ne’er-do-well that goes around and stirs up trouble for the locals. Sometimes they accidentally do something positive and get branded "heroes." Of course, they let it go to their heads. |
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| Some alternate names for adventurers are "murder hobos," "tomb robbers" and "damned thieves." | Some alternate names for adventurers are "murder hobos," "tomb robbers" and "those damned thieves." |
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| ==== Basic Fantasy Roleplaying Game ==== | ==== Basic Fantasy Roleplaying Game ==== |
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| [[http://basicfantasy.org|Basic Fantasy Roleplaying Game]] (or BFRPG, for short), is a fantasy roleplaying game that is reminiscent of the weird mishmash games we used to play back in the ‘80s, taking our [[dict>red_box_d_d|B/X]] rules and mixing in bits from AD&D liberally. It’s the ruleset that we’ll be using for this game. | [[http://basicfantasy.org|Basic Fantasy Roleplaying Game]] (or BFRPG, for short), is a fantasy roleplaying game that is reminiscent of the weird mishmash games we used to play back in the ‘80s, taking our [[dict>red_box_d_d|B/X]] rules and mixing in bits from AD&D liberally. It’s best described as a [[dict>retro-clone|retro-clone]], and is ruleset that we’ll be using for this game. |
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| I like it because it feels like [[dict>old-school_gaming|old-school]] D&D, it’s easy to run and houserule, it works pretty much seamlessly with old-school material and it doesn’t hurt that it’s free. It doesn’t have [[dict>race-as-class]], which some people like; also, it has ascending armor class, which is easier for some people to wrap their heads around. | I like it because it feels like [[dict>old-school_gaming|old-school]] D&D, it’s easy to run and houserule, it works pretty much seamlessly with old-school material. Also, it doesn’t hurt that it’s free. It doesn’t have [[dict>race-as-class]], which some people like; also, it has ascending armor class, which is easier for some people to wrap their heads around. |
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| ===== C ===== | ===== C ===== |
| ==== Cat piss man ==== | ==== Cat piss man ==== |
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| Cat Piss Man is a [[dict>stereotypes_gamer|gamer stereotype]] that is the worst specimen among gamers (or anime fans, Trekkies or any other category of fandom). Named for the odor that surrounds him, the only thing worse than Cat Piss Man’s smell is his social skills.((Lifted more or less wholesale from [[ud>Cat Piss Man|Urban Dictionary]].)) | Cat Piss Man is a [[dict>stereotypes_gamer|gamer stereotype]] that is the //worst// specimen among gamers (or anime fans, Trekkies or any other category of fandom). Named for the odor that surrounds him, the only thing worse than Cat Piss Man’s smell is his social skills. |
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| Unfortunately, a lot of people picture this guy when RPGs are mentioned. | Unfortunately, a lot of people picture this guy when RPGs are mentioned. |
| ==== Dungeon Master ==== | ==== Dungeon Master ==== |
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| In [[dict>classic_d_d|classic D&D]] the player who is the referee of the game, and may be the chief narrator or storyteller of the game (in a sense). Other games have many other names for this role, the generic name being [[dict>game_master|game master]]. | In [[dict>classic_d_d|classic D&D]] the player who is the referee of the game, and may be the chief narrator or storyteller of the game (in a certain sense). Other games have many other names for this role, the generic name being [[dict>game_master|game master]]. |
| ===== F ===== | ===== F ===== |
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| There’s an endless debate about whether being a grognard means that you just prefer the older games, or more rules-lite style, or it’s about nostalgia. | There’s an endless debate about whether being a grognard means that you just prefer the older games, or more rules-lite style, or it’s about nostalgia. |
| ===== H ===== | ===== H ===== |
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| | {{ gameinfo:hammerspace.jpg?direct&120|This explains it precisely.}} |
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| | ==== Hammerspace ==== |
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| | Hammerspace is an imaginary extradimensional, instantly accessible storage area in fiction, which is used to explain how characters from animation, comics, and video games can produce objects out of thin air. Typically, when multiple items are available, the desired item is available on the first try or within a handful of tries. |
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| | Of course, some of this is even codified in magic items, like a **bag of holding** or a **portable hole**, which is sort of hilarious if you think about it. We’re using an [[rules:part_4_the_adventure:home#encumbrance_and_inventory|anti-hammerspace encumbrance]] system. |
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| ==== Hexcrawl ==== | ==== Hexcrawl ==== |
| ==== House rules ==== | ==== House rules ==== |
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| A modification of [[dict>rules-as-written|rules-as-written]] that becomes a permanent feature of a group’s playing rules. Essentially, a modification that a group plays by that gives their game some local flavor or reflects the group’s playstyle. You can find a compilation of the [[:rules:part_6_house_rules|house rules]] [[:rules:|here]]. | A modification of [[dict>rules-as-written|rules-as-written]] that becomes a permanent feature of a group’s playing rules. Essentially, a modification that a group plays by that gives their game some local flavor or reflects the group’s playstyle. You can find a compilation of this game’s house rules [[:rules:|here]]. |
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| ===== K ===== | ===== K ===== |
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| ==== Killer DM ==== | ==== Killer DM ==== |
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| The kind of [[dict>dungeon_master|DM]] that makes players understand the character generations rules exceeding well through the sheer repetition of rolling up replacement characters. Success is never found or fleeting at best under a killer DM, and death is frequent and arbitrary((Note that this is different than death //seeming// arbitrary)), and likely the reason many players are afraid of [[dict>old-school_gaming|old-school games]] and [[dict>dm_fiat|DM fiat]]. This is likely the result of a [[dict>munchkin|munchkin]] or [[dict>stereotypes_gamer|other bad player]] becoming a DM. | The kind of (bad) [[dict>dungeon_master|DM]] that makes players understand the character generation rules exceeding well through the sheer repetition of rolling up replacement characters. Success is never found or fleeting at best under a killer DM, and death is frequent and arbitrary (note that this is different than death //seeming// arbitrary), and likely the reason many players are afraid of [[dict>old-school_gaming|old-school games]] and [[dict>dm_fiat|DM fiat]]. This is likely the result of a [[dict>munchkin|munchkin]] or [[dict>stereotypes_gamer|other bad player]] becoming a DM. |
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| ==== Know-it-all ==== | ==== Know-it-all ==== |
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| {{:meta:knowitall.gif?direct&225 |Yeah, they’re kind of like that.}}A [[dict>stereotypes_gamer|gamer stereotype]] that, well, knows everything... or claims he does. He’s a member of the SCA so he knows you can sleep comfortably in plate armor during the height of summer and do handstands in it as well. He’s probably also a demolitions expert so that he can speak to the sort of effects that a **Fireball** spell would really have. The same guy is a co-founder of Locksport International so he knows exactly what his chances of picking that chest’s lock should be and would always find the poisoned needle trap. He has played (or implies he secretly helped design) every game in existence so he knows how these things should work better than you do. This guy has even baked Dwarven waybread (from a recipe that he got from real Dwarves!). | {{ :meta:knowitall.gif?direct&225|Yeah, they’re kind of like that.}} A [[dict>stereotypes_gamer|gamer stereotype]] that, well, knows everything... or claims he does. He’s a member of the SCA so he knows you can sleep comfortably in plate armor during the height of summer and do handstands in it as well. He’s probably also a demolitions expert so that he can speak to the sort of effects that a **Fireball** spell would really have. The same guy is a co-founder of Locksport International so he knows exactly what his chances of picking that chest’s lock should be and would always find the poisoned needle trap. He has played (or implies he secretly helped design) every game in existence so he knows how these things should work better than you do. This guy has even baked Dwarven waybread (from a recipe that he got from real Dwarves!). |
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| While the [[dict>rules_lawyer|rules lawyer]] sees the letter of the rules being some sort of laws of physics for the game, the know-it-all will be discontent if one thing goes against his sense of how it should be from his perfect, all-encompassing experience. He makes others who just want to get on with playing the game want to gouge their eyes out. | While the [[dict>rules_lawyer|rules lawyer]] sees the letter of the rules being some sort of laws of physics for the game, the know-it-all will be discontent if one thing goes against his sense of how it should be from his perfect, all-encompassing experience. He makes others who just want to get on with playing the game want to gouge their eyes out. |
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| - **A megadungeon is large** | - **A megadungeon is large** |
| - A megadungeon will typically be at least several levels deep; some may be dozens or more deep. | - A megadungeon will typically be at least several levels deep; some may be dozens or more deep. (Note that some megadungeons are deep in areas laterally, not vertically.) |
| - A megadungeon does not need to be the sole focus of the campaign, but it must be large enough to support the entirety of a campaign’s play if it is //the// focus. This is why some people call them "campaign dungeons," or "tentpole dungeons" if it is the main "tentpole" of action for the campaign (but not the entire focus of the campaign). | - A megadungeon does not need to be the sole focus of the campaign, but it must be large enough to support the entirety of a campaign’s play if it is //the// focus. This is why some people call them "campaign dungeons," or "tentpole dungeons" if it is the main "tentpole" of action for the campaign (but not the entire focus of the campaign). |
| - Some megadungeons have no end; as the players find the edge they are added to, becoming ever larger to expand the environment for play. (This often goes hand-in-hand with the [[philotomy>dungeon|mythic underworld]] aspect.) \\ \\ | - Some megadungeons have no end; as the players find the edge they are added to, becoming ever larger to expand the environment for play. (This often goes hand-in-hand with the [[philotomy>dungeon|mythic underworld]] aspect.) \\ \\ |
| - **A megadungeon is a rich environment for play** | - **A megadungeon is a rich environment for play** |
| - A megadungeon has a social aspect, because it typically has many different inhabitants and the environment is expansive enough that there are motivations, politics and power plays going on between the various factions therein. | - A megadungeon has a social aspect, because it typically has many different inhabitants and the environment is expansive enough that there are motivations, politics and power plays going on between the various factions therein. |
| - There is often a sense that the megadungeon environment is the [[philotomy>dungeon|"mythic underworld,"]] and as such may not follow all the rules of reality or common sense that a player may be used to. In fact, the very environment itself may be hostile to the adventurers. | - There is often a sense that the megadungeon environment is the [[philotomy>dungeon|“mythic underworld,”]] and as such may not follow all the rules of reality or common sense that a player may be used to. In fact, the very environment itself may be hostile to the adventurers. |
| - Typically they are nonlinear, in that there are many paths to accomplish a goal. Whereas some dungeons may require players to go through several specific encounters or scenes to meet a goal, there may be many physical and logical paths to accomplish something in a megadungeon. (Also, the author of the megadungeon may have built out a potential goal without a method of resolution in mind, hoping that creative players will fill that in for him.) | - Typically they are nonlinear, in that there are many paths to accomplish a goal. Whereas some dungeons may require players to go through several specific encounters or scenes to meet a goal, there may be many physical and logical paths to accomplish something in a megadungeon. (Also, the author of the megadungeon may have built out a potential goal without a method of resolution in mind, hoping that creative players will fill that in for him.) |
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| Examples of well-known megadungeons would be the original [[http://www.greyhawkonline.com/grodog/gh_castle.html|Castle Greyhawk]], Castles [[http://en.wikipedia.org/wiki/Blackmoor#First_Fantasy_Campaign|Blackmoor]] and [[http://piedpiperpublishing.yuku.com/forums/22|El Raja Key]], the [[dict>saturday_night_special|Tékumel Underworld]], [[http://poleandrope.blogspot.com/search/label/Stonehell|Stonehell]], [[http://necromancergames.yuku.com/forums/27|Rappan Athuk]] and [[http://www.kickstarter.com/projects/autarch/dwimmermount|Dwimmermount]]. More are being created all the time. | Examples of well-known megadungeons would be the original [[http://www.greyhawkonline.com/grodog/gh_castle.html|Castle Greyhawk]], Castles [[http://en.wikipedia.org/wiki/Blackmoor#First_Fantasy_Campaign|Blackmoor]] and [[http://piedpiperpublishing.yuku.com/forums/22|El Raja Key]], the [[dict>saturday_night_special|Tékumel Underworld]], [[http://poleandrope.blogspot.com/search/label/Stonehell|Stonehell]], [[http://necromancergames.yuku.com/forums/27|Rappan Athuk]], [[https://www.drivethrurpg.com/en/product/139762/barrowmaze-complete|Barrowmaze]], [[http://www.kickstarter.com/projects/autarch/dwimmermount|Dwimmermount]] and [[https://www.drivethrurpg.com/en/product/307320/the-halls-of-arden-vul-complete|Arden Vul]]. More are being created all the time. |
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| If you’re interested in megadungeons, there’s a lot of resources available. A really good place to read up is [[http://www.knights-n-knaves.com/phpbb3/viewforum.php?f=28|at this forum]] on [[http://knights-n-knaves.com/phpbb3/|Knights 'n’ Knaves Alehouse]], or [[https://www.dragonsfoot.org/forums/viewforum.php?f=127|this forum]] on [[https://www.dragonsfoot.org/forums/|Dragonsfoot]]. Also, [[https://web.archive.org/web/20140702081814/http://www.megadungeons.com/|check out the archive of megadungeons.com]]. | If you’re interested in megadungeons, there’s a lot of resources available. A really good place to read up is [[http://www.knights-n-knaves.com/phpbb3/viewforum.php?f=28|at this forum]] on [[http://knights-n-knaves.com/phpbb3/|Knights 'n’ Knaves Alehouse]], or [[https://www.dragonsfoot.org/forums/viewforum.php?f=127|this forum]] on [[https://www.dragonsfoot.org/forums/|Dragonsfoot]]. Also, [[https://web.archive.org/web/20140702081814/http://www.megadungeons.com/|check out the archive of megadungeons.com]]. |
| ==== Metagaming ==== | ==== Metagaming ==== |
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| Metagaming refers to any gaps between player knowledge and character knowledge which the player acts upon. A player is metagaming when they use knowledge that is not available to their character in order to change the way they play that character (usually to give them an advantage within the game), such as knowledge of the mathematical nature of character statistics or information about a creature or adventure module that the player is familiar with but the character has never encountered.((Adapted (read: "shamelessly stolen") from [[wp>Metagaming_(role-playing_games)|Wikipedia’s article on metagaming]].)) | Metagaming refers to any gaps between player knowledge and character knowledge which the player acts upon. A player is metagaming when they use knowledge that is not available to their character in order to change the way they play that character (usually to give them an advantage within the game), such as knowledge of the mathematical nature of character statistics or information about a creature or adventure module that the player is familiar with but the character has never encountered. |
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| Here’s a couple links of interest to help you get into it: | Here’s a couple links of interest to help you get into it: |
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| * Matt Finch’s [[http://www.lulu.com/us/en/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-3159558.html|Quick Primer for Old School Gaming]] is a treasure trove of what to expect in old-school gaming. \\ <ifauth @players>([[http://wiki.megadungeon.org/static/AQPfOSG.pdf|Local link to the primer]])</ifauth> | * Matt Finch’s [[https://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-1qm8y7m.html|Quick Primer for Old School Gaming]] is a treasure trove of what to expect in old-school gaming. \\ <ifauth @players>([[http://wiki.megadungeon.org/static/AQPfOSG.pdf|Local link to the primer]])</ifauth> |
| * [[https://hub.retroroleplaying.com/2012/01/beyond-the-quick-primer-for-old-school-gaming.html|Here’s]] a bit of a follow up to the Quick Primer for Old School Gaming. | * [[https://web.archive.org/web/20211028185244/https://hub.retroroleplaying.com/2012/01/beyond-the-quick-primer-for-old-school-gaming.html|Here’s]] a bit of a follow up to the Quick Primer for Old School Gaming. |
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| Usually, people who point to something like this drag out the tired complaint about [[dict>verisimilitude|verisimilitude]]. Instead, I look at it as an opportunity to do some ad-libbing or riffing on the setting and dungeon factions, making up new NPCs, story ideas, etc., on the fly. Old-school games don’t typically use reams of description and define everything possible to make the story so it becomes a co-creation with the DM and players. | Usually, people who point to something like this drag out the tired complaint about [[dict>verisimilitude|verisimilitude]]. Instead, I look at it as an opportunity to do some ad-libbing or riffing on the setting and dungeon factions, making up new NPCs, story ideas, etc., on the fly. Old-school games don’t typically use reams of description and define everything possible to make the story so it becomes a co-creation with the DM and players. |
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| FIXME (As an homage to this, I named [[gaz:orc_and_pie|the inn]] at [[gaz:encampment|the encampment]] after this.) FIXME | |
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| ==== Rule zero ==== | ==== Rule zero ==== |
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| (...a.k.a. "The DM is always right.") | (...a.k.a. "The DM is //always// right.") |
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| | The unwritten rule in tabletop role-playing games which grants the DM the right to suspend or override the published game rules whenever s/he deems necessary. |
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| The unwritten rule in tabletop role-playing games which grants the DM the right to suspend or override the published game rules whenever s/he deems necessary.((Again, essentially stolen from [[ud>Rule Zero|Urban Dictionary]].)) | |
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| ==== Rules-as-intended ==== | ==== Rules-as-intended ==== |
| In the megadungeon this refers to a detailed, well-planned encounter area, or sometimes an entire zone or sublevel. There is more than your typical sketch to riff off of, and often this is where the major treasures, encounters and the like in a megadungeon or other environment occur. | In the megadungeon this refers to a detailed, well-planned encounter area, or sometimes an entire zone or sublevel. There is more than your typical sketch to riff off of, and often this is where the major treasures, encounters and the like in a megadungeon or other environment occur. |
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| (Compare to [[wp>set piece (film)|setpiece]]; there’s some definite overlap in concept here.) | (Compare to [[wp>set piece (film)|set piece]]; there’s some definite overlap in concept here.) |
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| {{ :meta:tpk.jpg?direct&220|That’s gotta hurt.}} | {{ :meta:tpk.jpg?direct&220|That’s gotta hurt.}} |
| A __T__otal __P__arty __K__ill. It’s named for what happens when the whole party gets wiped out from an encounter or event (combat, a trap, starvation, whatever). TPKs (and character death in general) aren’t unheard of in [[dict>old-school_gaming|old-school games]]. | A __**T**__otal __**P**__arty __**K**__ill. It’s named for what happens when the whole party gets wiped out from an encounter or event (combat, a trap, starvation, whatever). TPKs (and character death in general) aren’t unheard of in [[dict>old-school_gaming|old-school games]]. |
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| The thing is, players shouldn’t take them personally. They happen. Unfortunately, a lot of new-school players who are used to lengthy character builds and will get butthurt instead of just rolling a new character (which may take all of ten minutes in [[dict>classic_d_d|Classic D&D]]) and getting back in the action. | The thing is, players shouldn’t take them personally. They happen. Unfortunately, a lot of new-school players who are used to lengthy character builds and will get butthurt instead of just rolling a new character (which may take all of ten minutes in [[dict>classic_d_d|Classic D&D]]) and getting back in the action. |
| A big word that, in gaming terms, telegraphs you think that everything should have a logical explanation to meet your sense of reality or you’ll never be happy with the game. [[http://verisimilitude.urbanup.com/3343028|(See also user pointblank’s definition of September 15, 2008 here.)]] | A big word that, in gaming terms, telegraphs you think that everything should have a logical explanation to meet your sense of reality or you’ll never be happy with the game. [[http://verisimilitude.urbanup.com/3343028|(See also user pointblank’s definition of September 15, 2008 here.)]] |
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| In a setting that has areas not unlike [[philotomy>dungeon|the oft-discussed "mythic underworld"]] then verisimilitude likely does not apply. | In a setting that has areas not unlike [[philotomy>dungeon|the oft-discussed “mythic underworld”]] then verisimilitude likely does not apply. |
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