Role-playing game terms
Encyclopedia
Role-playing game terms are words used in a specific sense (terms) in the context of role-playing game
s. This includes both terms used within RPGs to describe in-game concepts and terms used to describe RPGs.
; characters can be player character
s (PCs) or non-player characters (NPCs). A group of player characters is generally known as a party, though terminology tends to vary (Coterie in more socially-based games or unit in military based games tend to be common). A rich vocabulary exists to describe characters and their representations:
These are often referred to as statistic
s and are recorded on a character sheet
. The process of describing a character in this fashion is called character creation
. In some games characters' statistics are assigned randomly, while others use character point
s to ensure game balance
. Still others eschew pre-defined statistics and allow players to describe their characters with broad traits. In addition, many games allow further variation of characters using advantages and disadvantages.
In some games, a character's personality and occupation is set by the character's statistics; in others, the player chooses an alignment
and a character class
to represent them. Other games allow the player free choice of occupation and allow the character's personality to develop through role-playing. Similarly, some games require players to choose a race such as Human, Dwarf or Elf
for their character, while their opponents will usually belong to a monster race; other games either allow free choice from within the game's setting or assume every character will be human (or in some cases, rabbits
or cats).
Most games use derived statistics to keep track of temporary changes to a character, such as hit points or magic point
s. Games which rely on lengthy calculations often make use of derived statistics to hold the result of a frequently-performed calculation. These are typically used for a single game mechanic
such as attack or defense, for example Armor class
, Initiative
or Saving throw
s.
Longer-term games often keep track of how much a character has learnt using experience points (XP). In some games (usually less modern games) these can be spent directly to improve statistics; in others, XP are spent to increase a character's level. Still others allow players to spend XP as plot points
, allowing the character to succeed heroically where they would have failed, or otherwise modifying the story according to the player's wishes.
The progress of characters' skills and equipment can get out of hand. If this problem occurs with every character in a game, it is known as the monty haul problem (a pun on the Monty Hall problem).
games, in which a natural 20 represents a "critical success
" and a natural 1 indicates a "critical failure" at whatever game action was being attempted at the time. D&D gamers sometimes use the phrases "natural 1" or "critical failure" to describe any time that someone utterly fails at what they were attempting, and "natural 20" to describe succeeding at some task against all odds.
Other forms of game, such as online
or live-action, differ in many ways, including the common terms used. As an example, die rolls may be entirely automated and hidden from the player, making critical hits and failures less obvious or important. Terms specific to each particular game (or game type) are commonplace.
. The world in which the game takes place is the setting
. A single or linked set of games is an adventure
and a series of adventures is a campaign
. A single meeting of a role-playing group is often referred to as a session. Gaming can also take place in smaller sessions, called blue booking, where one or a few of the players roleplay out events that do not involve the entire group.
Systems which can support a wide variety of settings are said to be generic
; the opposite is specific. The game can be run with the rules as published, or house rules
may be used.
Settings belong to one or more genre
s such as science fiction
or fantasy
.
The indie role-playing game
community has developed the GNS theory
to describe role-playing games, which states that they belong to one of the following schools:
Some games can be rules-heavy, occasionally to the point of requiring players to focus on game mechanic
s at the expense of roleplaying - this is known derisively as roll-playing. On the other hand, some games are very rules-light, and many freeform games exist.
, storyteller or story guide. Alternatively, a game may use a troupe system
.
During play, a player can speak in character or out of character. A player who uses out-of-character knowledge to solve in-character problems, or to explain in-character behaviour, is said to be metagaming
.
A player who plays to "beat the system" can be called a powergamer
or, in extreme cases, a munchkin
or twink
. Players who constantly remind the game master/dungeon master of rules of the game that they might be breaking are often referred to as rules lawyer.
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
s. This includes both terms used within RPGs to describe in-game concepts and terms used to describe RPGs.
Terms used within games
The most commonly-used term in role-playing games is characterFictional character
A character is the representation of a person in a narrative work of art . Derived from the ancient Greek word kharaktêr , the earliest use in English, in this sense, dates from the Restoration, although it became widely used after its appearance in Tom Jones in 1749. From this, the sense of...
; characters can be player character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...
s (PCs) or non-player characters (NPCs). A group of player characters is generally known as a party, though terminology tends to vary (Coterie in more socially-based games or unit in military based games tend to be common). A rich vocabulary exists to describe characters and their representations:
- AttributesAttribute (role-playing games)An attribute is a piece of data that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice...
describe a natural, in-born characteristics shared by all characters, such as physical strengthPhysical strengthPhysical strength is the ability of a person or animal to exert force on physical objects using muscles. Increasing physical strength is the goal of strength training.-Overview:...
or wisdomWisdomWisdom is a deep understanding and realization of people, things, events or situations, resulting in the ability to apply perceptions, judgements and actions in keeping with this understanding. It often requires control of one's emotional reactions so that universal principles, reason and... - Skills describe learned capabilities, such as spoken languageSpoken languageSpoken language is a form of human communication in which words derived from a large vocabulary together with a diverse variety of names are uttered through or with the mouth. All words are made up from a limited set of vowels and consonants. The spoken words they make are stringed into...
s, horse riding or computer hackingHacker (computer security)In computer security and everyday language, a hacker is someone who breaks into computers and computer networks. Hackers may be motivated by a multitude of reasons, including profit, protest, or because of the challenge...
. - Powers describe extraordinary abilities which make a character special, such as flightFlightFlight is the process by which an object moves either through an atmosphere or beyond it by generating lift or propulsive thrust, or aerostatically using buoyancy, or by simple ballistic movement....
or telepathyTelepathyTelepathy , is the induction of mental states from one mind to another. The term was coined in 1882 by the classical scholar Fredric W. H. Myers, a founder of the Society for Psychical Research, and has remained more popular than the more-correct expression thought-transference...
.
These are often referred to as statistic
Statistic (role-playing games)
A statistic in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a integer or, in some cases, a set of dice....
s and are recorded on a character sheet
Character sheet
A character sheet is 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 sheets can be found in use in both traditional and action role-playing games...
. The process of describing a character in this fashion is called character creation
Character creation
Character creation is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a largely fictional setting may include traits such as race and class...
. In some games characters' statistics are assigned randomly, while others use character point
Character point
Character points are abstract units used in some role-playing games during character creation and development.Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills...
s to ensure game balance
Game balance
Game balance is a concept in game design describing fairness or balance of power in a game between multiple players or strategic options. Each team or person would be equally matched in every aspect.- Overview :...
. Still others eschew pre-defined statistics and allow players to describe their characters with broad traits. In addition, many games allow further variation of characters using advantages and disadvantages.
In some games, a character's personality and occupation is set by the character's statistics; in others, the player chooses an alignment
Alignment (role-playing games)
In some role-playing games, alignment is a categorisation of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game....
and a character class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...
to represent them. Other games allow the player free choice of occupation and allow the character's personality to develop through role-playing. Similarly, some games require players to choose a race such as Human, Dwarf or Elf
Elf
An elf is a being of Germanic mythology. The elves were originally thought of as a race of divine beings endowed with magical powers, which they use both for the benefit and the injury of mankind...
for their character, while their opponents will usually belong to a monster race; other games either allow free choice from within the game's setting or assume every character will be human (or in some cases, rabbits
Bunnies and Burrows
Bunnies & Burrows is a role-playing game inspired by the novel Watership Down. Published by Fantasy Games Unlimited in 1976, the game centered on intelligent rabbits. It introduced several innovations to role-playing game design, being the first game to allow players to have non-humanoid roles,...
or cats).
Most games use derived statistics to keep track of temporary changes to a character, such as hit points or magic point
Magic point
Magic points are units of magical power that are used in many role-playing, computer role-playing and similar games as an expendable resource that is needed to pay for magic spells and other abilities, such as special attacks...
s. Games which rely on lengthy calculations often make use of derived statistics to hold the result of a frequently-performed calculation. These are typically used for a single game mechanic
Game mechanic
Game mechanics are constructs of rules intended to produce an enjoyable game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game...
such as attack or defense, for example Armor class
Armor class
In some role-playing games, armor class is a derived statistic that indicates how difficult it is to land a successful blow on a character with an attack...
, Initiative
Initiative (role-playing games)
In role-playing games and some table-top wargames, a character's initiative is a statistic which determines the order in which player characters take actions, especially during combat or other forms of conflict resolution....
or Saving throw
Saving throw
In role-playing games, a saving throw is a roll of dice used to determine whether magic, poison, or various other types of attacks are effective against a character or monster....
s.
Longer-term games often keep track of how much a character has learnt using experience points (XP). In some games (usually less modern games) these can be spent directly to improve statistics; in others, XP are spent to increase a character's level. Still others allow players to spend XP as plot points
Plot point (role-playing games)
Plot point is a term used in role-playing games . It refers to any point given to a player character which can be spent to alter the plot of the game...
, allowing the character to succeed heroically where they would have failed, or otherwise modifying the story according to the player's wishes.
The progress of characters' skills and equipment can get out of hand. If this problem occurs with every character in a game, it is known as the monty haul problem (a pun on the Monty Hall problem).
Terms in specific game systems
The terms Natural 1 and Natural 20 refer to rolling a 1 or a 20 on a standard 20 sided die (D20), respectively. The term "natural" refers to the die's value before it is altered by any game rules that may apply. This is most significant in Dungeons and Dragons and other d20 SystemD20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...
games, in which a natural 20 represents a "critical success
Critical hit
In many role-playing games and video games, a critical hit is a successful attack that deals more damage than a normal blow.-Origin:The 1975 role-playing game Empire of the Petal Throne introduced the concept of critical hits...
" and a natural 1 indicates a "critical failure" at whatever game action was being attempted at the time. D&D gamers sometimes use the phrases "natural 1" or "critical failure" to describe any time that someone utterly fails at what they were attempting, and "natural 20" to describe succeeding at some task against all odds.
Other forms of game, such as online
Online text-based role-playing game
An online text-based role playing game is a role-playing game played online using a solely text-based interface. Online text-based role playing games date to 1978, with the creation of MUD1, which began the MUD heritage that culminates in today's MMORPGs...
or live-action, differ in many ways, including the common terms used. As an example, die rolls may be entirely automated and hidden from the player, making critical hits and failures less obvious or important. Terms specific to each particular game (or game type) are commonplace.
Terms used to describe games
The set of game mechanics which make up a game is known as the systemRole-playing game system
A role-playing game system is a set of game mechanics used in a role-playing game to determine the outcome of a character's in-game actions...
. The world in which the game takes place is the setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...
. A single or linked set of games is an adventure
Adventure (role-playing games)
An adventure is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game. Each adventure is based upon a particular gaming genre and is normally designed for use with a specific game or gaming...
and a series of adventures is a campaign
Campaign (role-playing games)
In role-playing games, a campaign is a continuing storyline or set of adventures, typically involving the same characters. The purpose of the continuing storyline is to introduce a further aspect into the game: that of development, improvement, and growth of the characters. In a campaign, a...
. A single meeting of a role-playing group is often referred to as a session. Gaming can also take place in smaller sessions, called blue booking, where one or a few of the players roleplay out events that do not involve the entire group.
Systems which can support a wide variety of settings are said to be generic
Generic role-playing game system
A generic role-playing game system or universal role-playing game system is a role-playing game system designed to be independent of setting and genre...
; the opposite is specific. The game can be run with the rules as published, or house rules
House rules
House rules are rules applying only in a certain location or organization. Bars and pubs in which games take place frequently have house rules posted...
may be used.
Settings belong to one or more genre
Genre
Genre , Greek: genos, γένος) is the term for any category of literature or other forms of art or culture, e.g. music, and in general, any type of discourse, whether written or spoken, audial or visual, based on some set of stylistic criteria. Genres are formed by conventions that change over time...
s such as science fiction
Science fiction
Science fiction is a genre of fiction dealing with imaginary but more or less plausible content such as future settings, futuristic science and technology, space travel, aliens, and paranormal abilities...
or fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...
.
The indie role-playing game
Indie role-playing game
An indie role-playing game is a role-playing game published outside of traditional, "mainstream" means. Varying definitions require that commercial, design, or conceptual elements of the game stay under the control of the creator, or that the game should just be produced outside of a corporate...
community has developed the GNS theory
GNS Theory
The GNS Theory, as originally developed by Ron Edwards, is a relatively amorphous body of work attempting to create a theory of how role-playing games work...
to describe role-playing games, which states that they belong to one of the following schools:
- Gamist games, in which enjoyment is derived from facing and overcoming challenges
- Narrativist games, in which enjoyment is derived from creating a good story (see Collaborative fictionCollaborative fictionCollaborative fiction is a form of writing by a group of authors who share creative control of a story.Collaborative fiction can occur for commercial gain, as part of education, or recreationally - many collaboratively written works have been the subject of a large degree of academic research.-...
) - Simulationist games, in which enjoyment is derived from deep immersion in a new (simulated) world.
Some games can be rules-heavy, occasionally to the point of requiring players to focus on game mechanic
Game mechanic
Game mechanics are constructs of rules intended to produce an enjoyable game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game...
s at the expense of roleplaying - this is known derisively as roll-playing. On the other hand, some games are very rules-light, and many freeform games exist.
Terms used to describe players
The player who runs the game is the game master (often abbreviated to 'GM'); many games give them a more specific title such as dungeon masterDungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...
, storyteller or story guide. Alternatively, a game may use a troupe system
Troupe system
A Troupe system is a way of playing role-playing games which spreads the game master's responsibilities among each of the players. The term was coined in Ars Magica...
.
During play, a player can speak in character or out of character. A player who uses out-of-character knowledge to solve in-character problems, or to explain in-character behaviour, is said to be metagaming
Metagaming (role-playing games)
In role-playing games, metagaming can be defined as any out of character action made by a player's character which makes use of knowledge that the character is not meant to be aware of...
.
A player who plays to "beat the system" can be called a powergamer
Powergaming
Powergaming is a style of interacting with games or game-like systems with the aim of maximising progress towards a specific goal, to the exclusion of other considerations such as storytelling, atmosphere and camaraderie...
or, in extreme cases, a munchkin
Munchkin (role-playing games)
In gaming, a Munchkin is a player who plays what is intended to be a non-competitive game in an aggressively competitive manner...
or twink
Twinking
Twinking is a type of behavior in role-playing games. A player who engages in such behavior is known as a twink. The precise definition of twinking varies depending on the variety of role-playing game. In "pen and paper" role-playing games, a twink is often synonymous with a munchkin. In MUDs, a...
. Players who constantly remind the game master/dungeon master of rules of the game that they might be breaking are often referred to as rules lawyer.