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	<updated>2026-04-20T11:27:15Z</updated>
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	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Pathfinder_2nd_Edition&amp;diff=1407</id>
		<title>Pathfinder 2nd Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Pathfinder_2nd_Edition&amp;diff=1407"/>
		<updated>2023-05-09T22:32:32Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Pathfinder 2nd Edition&lt;br /&gt;
| Creators = Paizo Publishing&lt;br /&gt;
| Published = August 2019&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathfinder&#039;&#039;&#039;, 2nd Edition is a substantial revision of [[Pathfinder 1st Edition]] intended to apply innovative change to the system and rein in balance on the Pathfinder system which had previously run out of control with incremental content. Many of its changes parallel those made in [[D&amp;amp;D 4th Edition]], although not all changes made in that system are propagated. Since it still has roots in [[D&amp;amp;D 3rd and 3.5th Edition]], it remains available under the [[Open Game License]]. In 2023, due to the attempts by Wizards of the Coast to revise the OGL, a new edition was announced which removed some material distinctive to D&amp;amp;D and re-licensed the system under the [[Open RPG Creative]] license.&lt;br /&gt;
&lt;br /&gt;
Significant changes made include:&lt;br /&gt;
* Introduction of a gradated success mechanic; &amp;quot;Critical Hits&amp;quot; and &amp;quot;Critical Failures&amp;quot; are now achieved by beating particular target thresholds rather than single rolls on a dice, and are assigned special effects on almost all rolls.&lt;br /&gt;
* Strong focus on &amp;quot;actions&amp;quot; presented in self-contained boxes in the style of [[D&amp;amp;D 4th Edition]].&lt;br /&gt;
* Very strong quantification of skill uses, with specific &amp;quot;actions&amp;quot; covering multiple standard applications of skills.&lt;br /&gt;
* Introduction of a level modifier with an additional stacked proficiency modifier.&lt;br /&gt;
* Removal of standard d20 multiclassing, replaced with a feat based system.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Strong company support; in active and continuous development. &lt;br /&gt;
* Heavy rectification of caster supremacy, perhaps even overcorrecting in the other direction.&lt;br /&gt;
* As a &amp;quot;newer game&amp;quot;, it&#039;s relatively easy to get people who only play [[D&amp;amp;D 5th Edition]] to try it.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039; still reigns supreme.&lt;br /&gt;
* Extremely complicated initial character generation, actually intimidating for some new players.&lt;br /&gt;
* The graduated success mechanic slows down the game dramatically, as rolls that would be &amp;quot;obviously a success&amp;quot; in previous d20 games must now be calculated exactly to see if they are criticals.&lt;br /&gt;
* Game balance still not perfect due to a small combination of overpowered options, and the ability for PCs to manipulate critical frequency.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder 2nd Edition| ]][[Category:Systems|Pathfinder 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1406</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1406"/>
		<updated>2023-05-09T22:24:22Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* O */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games. See &#039;&#039;Gamer Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they believe the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gamer Damage&lt;br /&gt;
:A condition created by Ron Edwards allegedly caused by ernest attempts to create an actual story by playing &#039;&#039;Vampire&#039;&#039;. Symptoms apparently include inability to distinguish a story from its presentation; refusal to operate with dissociated mechanics; and not thinking that the complex conflict resolution mechanism in Sorcerer (by Ron Edwards) is brilliant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
;Magical Realm&lt;br /&gt;
:A setting, adventure, RPG system or system intended to allow a GM (usually) to inflict their bizarre fetishes on the players. Taken from an episode of the Gunshow webcomic which showed a GM having their players encounter an &amp;quot;enchanted piss forest&amp;quot;. Actual examples of Magical Realm works include &#039;&#039;Blood In The Chocolate&#039;&#039; (inflation), and &#039;&#039;Witch Girls Adventures&#039;&#039; (transformation/female dominance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OGL debacle&lt;br /&gt;
:The attempt by &#039;&#039;Wizards of the Coast&#039;&#039; in 2023 to replace the Open Game License with a new version with significant additional restrictions and duties - and to &amp;quot;de-authorize&amp;quot; the previous versions, which they had previously claimed they would be explicitly unable to do. Resulted in an industry-wide backlash, the creation of the &#039;&#039;ORC&#039;&#039;, and was eventually backed down on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;ORC&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;R&#039;&#039;&#039;PG &#039;&#039;&#039;C&#039;&#039;&#039;reative license, a license written by &#039;&#039;Paizo&#039;&#039; after the &#039;&#039;OGL debacle&#039;&#039; intended to take the place of the OGL in order to avoid being affected by any future attempts by &#039;&#039;Wizards of the Coast&#039;&#039; to deauthorize parts of the OGL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quantum Bear&lt;br /&gt;
:A negative design term from the OSR community with unclear origin and distorted meaning. Sometimes used as an attack on encounter-based Railroading (eg, no matter what route the players take through the forest they will encounter at least one bear). But seems to have originally referred to [[Failure models]] other than Fail in Place, such as where Failing Forward to cook food in a forest camp results in the PC cooking food but a bear entering the camp, with the implication that they would have been safe had they not attempted to make food, or that a better cook would not have encountered a bear. Particularly associated with PbtA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:Combination of &amp;quot;quicksand&amp;quot; and &amp;quot;sandbox&amp;quot;. A game which claims to offer the PCs free reign to explore a setting, but does so with such little prompting, direction, or clear interim goals that the PCs are left wandering in the void, never knowing what they&#039;re supposed to do.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Arguably untrue: &#039;&#039;Call of Cthulhu&#039;&#039; often exceeds the popularity of Dungeons and Dragons in countries where fantasy traditions differ from those that D&amp;amp;D represents, and the effect of this on world popularity is dramatic. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Bear_World&amp;diff=1403</id>
		<title>Bear World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Bear_World&amp;diff=1403"/>
		<updated>2022-04-08T01:01:20Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Bear World&lt;br /&gt;
| Creators = Hiram McDaniels&lt;br /&gt;
| Published = September 2014&lt;br /&gt;
| Genres = Meta Parody&lt;br /&gt;
| Dice = 2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bear World is an unplayable RPG posted on The Gaming Den which parodies several tropes, in particular of narrative systems such as [[FATE]] and [[Powered by the Apocalypse]], but also of several OSR systems. Its name refers to the &amp;quot;quantum bears&amp;quot; criticism, originally levelled at PbtA games.&lt;br /&gt;
&lt;br /&gt;
Characters are specified by &amp;quot;traits&amp;quot; which can be any arbitrary phrase without balance. A 2d6 +trait roll determines success, marginal success, or failure; in combat, the player rolls attacks and defences NPCs with the GM never rolling. However, every roll (regardless of the result) causes an arbitrary number of bears to appear and attack the PCs. Bears are relatively weak opponents but rolls against bears can generate more bears which are not affected by those rolls; meaning that any game becomes a never-ending combat against an infinite number of bears.&lt;br /&gt;
&lt;br /&gt;
* Characters being defined by arbitrary phrases with no regard to balance is likely a reference to [[FATE]]&#039;s Aspects, but Aspects do not define a character nor provide permanent bonuses to rolls.&lt;br /&gt;
* The appearance of bears on any roll is a reference to PbtA systems where an early criticism made on the TGD forums was that the rules technically permit the GM to take the &amp;quot;show signs of an approaching threat&amp;quot; any time a roll is failed and declare a bear has appeared, although this criticism was not intended to be taken literally and is not the intended play of PbtA.&lt;br /&gt;
* Players are encouraged to write down meaningless PC statistics such as &amp;quot;height, weight, eye color, hair colour, dominant hand, blood glucose level&amp;quot; as a reference to some versions of D&amp;amp;D which included explicit spaces for these on the character sheet. The same reference is made by the availability of an &amp;quot;adventuring pack&amp;quot; to all PCs which includes standard OSR items such as a pole and mirror plus a &amp;quot;goat, mix CD, travel-size Stratego game, and bottle of mouth wash.&amp;quot;&lt;br /&gt;
* &amp;quot;Average&amp;quot; armor is cheaper than &amp;quot;poor&amp;quot; armor because poor armor gives a bonus to action rolls as it&#039;s easier to move in, a reference to misbalanced mechanics in several d20 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Paranoia&amp;diff=1402</id>
		<title>Paranoia</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Paranoia&amp;diff=1402"/>
		<updated>2022-02-23T14:42:14Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Paranoia | Creators = West End Games, Mongoose Publishing | Published = 1984 | Genres = Dystopic science fiction parody; own...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Paranoia&lt;br /&gt;
| Creators = West End Games, Mongoose Publishing&lt;br /&gt;
| Published = 1984&lt;br /&gt;
| Genres = Dystopic science fiction parody; own genre&lt;br /&gt;
| Dice = d20, d8, d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoia&#039;&#039;&#039; is a role-playing game and iconic setting originally created in 1984 and republished multiple times with multiple variations on the system. The setting is &amp;quot;Alpha Complex&amp;quot;, where citizens are divided into color-based castes according to the UV spectrum and are ruled by an AI known only as &amp;quot;the Computer&amp;quot; who has an anachronistic and irrational fear of &amp;quot;communists&amp;quot; infiltrating the complex. It is the source of multiple somewhat tedious memes, such as &amp;quot;the Computer is your Friend&amp;quot; and &amp;quot;Citizen, are you happy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are five released games:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;1st Edition&#039;&#039; used an evolving skill tree for combat and other actions, with effects in combat determined by rolls on a &amp;quot;damage column&amp;quot; chart which directly specified the consequence of suffering harm of different levels. The original published system represents ironically dystopic sci-fi, but adventures became increasingly comedic as the line developed.&lt;br /&gt;
* The &#039;&#039;2nd Edition&#039;&#039; removed the skill tree and simplified the system, but introduced a metaplot which resulted in the eventual destruction of the setting, eventually developing an alternative version in which The Computer was not present which was notoriously unpopular.&lt;br /&gt;
* The &#039;&#039;&amp;quot;5th Edition&amp;quot;&#039;&#039; (which was actually the third) reverted to a more traditional skill and HP/armor based system and focussed entirely on comedy and pop-culture references.&lt;br /&gt;
* &#039;&#039;Paranoia XP&#039;&#039;, later renamed just &#039;&#039;Paranoia&#039;&#039; or referred to as &#039;&#039;Mongoose Paranoia&#039;&#039; after complaints from Microsoft, attempted to accomodate both the parody dystopian tone and the outright comedy version plus an additional entirely non-comedic variant. It re-introduced the damage system but condensed the data that was originally in the column table into a &amp;quot;damage code&amp;quot;, and also used the same damage mechanism for accusations and framing others for crimes. It also introduced &amp;quot;perversity points&amp;quot;, a meta-currency awarded by the GM as a bonus for playing in tone.&lt;br /&gt;
* &#039;&#039;Paranoia Troubleshooters&#039;&#039;, also called &#039;&#039;Paranoia Black&#039;&#039; or the &#039;&#039;25th Anniversary Edition&#039;&#039;, repeats the rules of Paranoia XP but makes the original tone the default and relegates the remaining two to optional rule sets, and also rolls back the damage mechanism for accusations to restore the original &amp;quot;treason point&amp;quot; mechanic.&lt;br /&gt;
* &#039;&#039;Paranoia Red Clearence&#039;&#039;, also called &#039;&#039;White Box Paranoia&#039;&#039; (although technically the 1st Edition also came in a white box) overhauled the system again to perform character generation via a social game and to introduce card-playing mechanics in combat. It was designed and printed as a boxed set only in an attempt to claim shelf space in stores selling board games rather than the smaller number selling RPGs. Although it attempts to retain the original tone, the altered system creates significant randomness and makes it difficult to retain this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Under_Hollow_Hills&amp;diff=1401</id>
		<title>Under Hollow Hills</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Under_Hollow_Hills&amp;diff=1401"/>
		<updated>2022-02-23T14:20:57Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Under Hollow Hills | Creators = Lumpley Games (D. Vincent Baker and Meguey Baker) | Published = 2020 | Genres = Folkloric Fai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Under Hollow Hills&lt;br /&gt;
| Creators = Lumpley Games (D. Vincent Baker and Meguey Baker)&lt;br /&gt;
| Published = 2020&lt;br /&gt;
| Genres = Folkloric Fairytale&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Under Hollow Hills&#039;&#039;&#039; is a [[Powered by the Apocalypse]] game about a travelling circus run by fairies, kickstarted in 2019 and released in 2020. It is only the second PbtA game published by Lumpley Games, the original creators of the PbtA system. The &amp;quot;fairies&amp;quot; that PCs play are multiple types of general supernatural creature, rather than stereotypical winged children; the game emphases transformation over time.&lt;br /&gt;
&lt;br /&gt;
It is notable that the game lacks a combat system but instead focusses on planning and scheduling performances to have a lasting effect on the areas the PCs visit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Powered by the Apocalypse|Powered by the Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1400</id>
		<title>Apocalypse World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1400"/>
		<updated>2022-02-23T14:09:52Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Apocalypse World&lt;br /&gt;
| Creators = Lumpley Games (D. Vincent Baker and Meguey Baker)&lt;br /&gt;
| Published = 2010&lt;br /&gt;
| Genres = Post-apocalyptic&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocalypse World&#039;&#039;&#039; is the original [[Powered by the Apocalypse]] game, first published in 2010 and then rebooted with a second edition in 2016. An alternative version, [[Apocalypse World: Burned Over]] was later designed to be more accessible and remove controversial themes.&lt;br /&gt;
&lt;br /&gt;
Although the game focuses on a post-apocalyptic setting, the nature of the apocalypse is not stated and there are few requirements for its effect, allowing it to be used for multiple settings where a supernatural force changing the world is involved.&lt;br /&gt;
&lt;br /&gt;
Both editions of Apocalypse World have attracted controversy for their inclusion of &amp;quot;sex moves&amp;quot; (renamed &amp;quot;special moves&amp;quot; in the 2nd edition) which provide codified rules effects, often benefits, when PCs have sex or otherwise engage in intimate behaviour. The author has stated that this is to encourage players to give greater consideration to their characters&#039; desire for intimate relationships, and does not encourage playing out sex acts at the gaming table. The game is playable without them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Powered by the Apocalypse|Powered by the Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1399</id>
		<title>Apocalypse World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1399"/>
		<updated>2022-02-23T14:08:21Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Apocalypse World&lt;br /&gt;
| Creators = D. Vincent Baker and Meguey Baker&lt;br /&gt;
| Published = 2010&lt;br /&gt;
| Genres = Post-apocalyptic&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocalypse World&#039;&#039;&#039; is the original [[Powered by the Apocalypse]] game, first published in 2010 and then rebooted with a second edition in 2016. An alternative version, [[Apocalypse World: Burned Over]] was later designed to be more accessible and remove controversial themes.&lt;br /&gt;
&lt;br /&gt;
Although the game focuses on a post-apocalyptic setting, the nature of the apocalypse is not stated and there are few requirements for its effect, allowing it to be used for multiple settings where a supernatural force changing the world is involved.&lt;br /&gt;
&lt;br /&gt;
Both editions of Apocalypse World have attracted controversy for their inclusion of &amp;quot;sex moves&amp;quot; (renamed &amp;quot;special moves&amp;quot; in the 2nd edition) which provide codified rules effects, often benefits, when PCs have sex or otherwise engage in intimate behaviour. The author has stated that this is to encourage players to give greater consideration to their characters&#039; desire for intimate relationships, and does not encourage playing out sex acts at the gaming table. The game is playable without them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Powered by the Apocalypse|Powered by the Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1398</id>
		<title>Apocalypse World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Apocalypse_World&amp;diff=1398"/>
		<updated>2022-02-23T14:07:30Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Apocalypse World | Creators = D. Vincent Baker and Meguey Baker | Published = 2010 | Genres = Post-apocalyptic | Dice = d6 }}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Apocalypse World&lt;br /&gt;
| Creators = D. Vincent Baker and Meguey Baker&lt;br /&gt;
| Published = 2010&lt;br /&gt;
| Genres = Post-apocalyptic&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocalypse World&#039;&#039;&#039; is the original [[Powered by the Apocalypse]] game, first published in 2010 and then rebooted with a second edition in 2016. An alternative version, [[Apocalypse World: Burned Over]] was later designed to be more accessible and remove controversial themes.&lt;br /&gt;
&lt;br /&gt;
Although the game focuses on a post-apocalyptic setting, the nature of the apocalypse is not stated and there are few requirements for its effect, allowing it to be used for multiple settings where a supernatural force changing the world is involved.&lt;br /&gt;
&lt;br /&gt;
Both editions of Apocalypse World have attracted controversy for their inclusion of &amp;quot;sex moves&amp;quot; (renamed &amp;quot;special moves&amp;quot; in the 2nd edition) which provide codified rules effects, often benefits, when PCs have sex or otherwise engage in intimate behaviour. The author has stated that this is to encourage players to give greater consideration to their characters&#039; desire for intimate relationships, and does not encourage playing out sex acts at the gaming table. The game is playable without them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Systems|Powered by the Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_5th_Edition&amp;diff=1397</id>
		<title>D&amp;D 5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_5th_Edition&amp;diff=1397"/>
		<updated>2022-02-23T13:57:53Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 5th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2013&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;5th edition&#039;&#039;&#039; of Dungeons &amp;amp; Dragons is the current edition of the game, obliquely referred to as &amp;quot;the world&#039;s most popular roleplaying game&amp;quot;. It reversed the changes in 4th edition and pared down the system substantially, being often considered a weaker edition of D&amp;amp;D, but was popularised by heavy marketing and integration with podcasts.&lt;br /&gt;
&lt;br /&gt;
5th Edition made the following changes:&lt;br /&gt;
&lt;br /&gt;
* All 4th Edition changes were reversed, except class paths. D&amp;amp;D 5th edition is based primarily on the 3rd Revised Edition.&lt;br /&gt;
* All math was reduced to smaller ranges (referred to as &amp;quot;bounded accuracy&amp;quot;).&lt;br /&gt;
* All six stats technically now have their own saving throws, although only the three that were used for saves in the previous editions (Constitution, Dexterity and Wisdom) are regularly used.&lt;br /&gt;
* Character generation decisions were spread among the first few levels rather than concentrated on the first level.&lt;br /&gt;
* Combat manuevers were placed in optional rules for all but one particular class.&lt;br /&gt;
* Feats and multiclassing became optional rules, with single feats having much more substantial effects but only taken by giving up an ability scorebonus.&lt;br /&gt;
* The majority of quantified uses of skills were removed, with skills being treated as modifiers to ability scores as they were in Second Edition and earlier.&lt;br /&gt;
&lt;br /&gt;
== Negative Development Strategy ==&lt;br /&gt;
&lt;br /&gt;
A signsificant complaint about D&amp;amp;D Fifth Edition is that it represents a step backwards for the role-playing hobby as a whole, as its strategy has been to strong-arm the market via Hasbro&#039;s marketing budget and the D&amp;amp;D name, rather than improving the game.  &lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Fourth Edition was a highly innovative system which actively attempted to address previous issues with the game and with the whole nature of RPGs. Not everybody liked it, but that is in the nature of innovation. D&amp;amp;D Third Edition was also highly innovative at the time it was released.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Fifth Edition has only very small beneficial innovations compared to Third Edition, but also takes multiple steps backwards. Any issues with the Third Edition system were not addressed or developed in Fifth Edition, but simply removed from the system and left up to the judgment of the DM. At the same time, D&amp;amp;D Fifth Edition has had the lowest level of support from the publishing company of any edition, but the highest level of marketing support, especially with regard to the burgeoning podcast market.&lt;br /&gt;
&lt;br /&gt;
These make it quite apparent that Wizards Of The Coast now considered D&amp;amp;D so entrenched in the market that it does not need to be developed or improved on any more, and need only be maintained in order to retain that entrenchment. In other words, it&#039;s as if Microsoft had not developed or improved their operating system after Windows ME, but poured all their money into putting it fromt-and-centre in the market and squeezing out anyone with a lower budget or who applied any part of that budget to innovation. This is potentially destructive to the whole industry. Playing D&amp;amp;D 5e as the &amp;quot;default&amp;quot; game is the purest endorsement of this strategy. &lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
* 5th Edition has been primarily designed to be easy to learn and the simplified mechanics and broken-up character generation make it much easier to start playing.&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
* [[Caster supremacy]] all over the place, facilitated significantly by the removal of quantified skill uses driving permissions supremacy.&lt;br /&gt;
* Contradictory statements in the GM&#039;s guide on how certain situations are supposed to be handled.&lt;br /&gt;
* Weak game balance: the Bard is by far the best class in the game, and the Ranger by far the worst.&lt;br /&gt;
* Very confusing wording: most notably, a &amp;quot;bonus action&amp;quot; is not actually an action, but a modification to an action. Likewise, the magical &amp;quot;instrument of the bards&amp;quot; can actually only provide a benefit to a single spell because it is the only one with a verbal component.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5th Edition| ]][[Category:Dungeons &amp;amp; Dragons|5th Edition]][[Category:Systems|D&amp;amp;D 5th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1396</id>
		<title>Template:D20 Portal</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1396"/>
		<updated>2022-02-23T13:56:42Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 75%; border: 1px solid #a2a9b1; background-image: linear-gradient(#ffffff, #f6f6f6); margin: auto; margin-bottom: 25px; margin-top: 25px; padding: 5px; box-shadow: 3px 3px #AFBBC3;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center; font-size: 110%; background: #a7d7f9;&amp;quot; | d20 systems&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 8px; padding-right: 8px; text-align: center;&amp;quot; | [[13th Age]] • Dungeons &amp;amp; Dragons ([[D&amp;amp;D 3rd and 3.5th Edition|3rd and 3.5 Edition]], [[D&amp;amp;D 4th Edition|4th Edition]], [[D&amp;amp;D 5th Edition|5th Edition]]) • [[Gamma World]] • [[Lancer]] • [[Level Up]] • [[Mutants &amp;amp; Masterminds]] • Pathfinder ([[Pathfinder 1st Edition|1st Edition]], [[Pathfinder 2nd Edition|2nd Edition]]), [[Shadow of the Demon Lord]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|d20 Portal]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Level_Up&amp;diff=1395</id>
		<title>Level Up</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Level_Up&amp;diff=1395"/>
		<updated>2022-02-23T13:56:08Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Level Up | Creators = EN Publishing | Published = 2021 | Genres = Fantasy | Dice = d20, d12, d10, d8, d6, d4 }}  {{Stub}}  &amp;#039;&amp;#039;Level Up:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Level Up&lt;br /&gt;
| Creators = EN Publishing&lt;br /&gt;
| Published = 2021&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level Up: Advanced Fifth Edition&#039;&#039; is a d20-based fantasy roleplaying game published by EN Publishing. Although it presents itself as an expansion to [[D&amp;amp;D 5th Edition]], it is in fact a complete replacement system.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:13th Age|13th Age]][[Category:Systems|Level Up]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=13th_Age&amp;diff=1394</id>
		<title>13th Age</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=13th_Age&amp;diff=1394"/>
		<updated>2022-02-23T13:53:15Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = 13th Age&lt;br /&gt;
| Creators = Pelgrane Press&lt;br /&gt;
| Published = August 2013&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
13th Age is a d20-based fantasy roleplaying game published by Pelgrane Press, including development by [[Rob Heinsoo]], the prior designer of [[D&amp;amp;D 4th Edition]]. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:13th Age| ]][[Category:Systems|13th Age]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=13th_Age&amp;diff=1393</id>
		<title>13th Age</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=13th_Age&amp;diff=1393"/>
		<updated>2022-02-23T13:52:49Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = 13th Age&lt;br /&gt;
| Creators = Pelgrane Press&lt;br /&gt;
| Published = August 2013&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
13th Age is a d20-based fantasy roleplaying game published by Pelgrane Press, including development by [[Rob Heinsoo]], the prior designer of D&amp;amp;D 4th Edition. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:13th Age| ]][[Category:Systems|13th Age]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Powered_by_the_Apocalypse&amp;diff=1392</id>
		<title>Powered by the Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Powered_by_the_Apocalypse&amp;diff=1392"/>
		<updated>2022-02-23T13:50:54Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Powered by the Apocalypse | Creators = D. Vincent Baker and Meguey Baker | Published = 2010 | Genres = Genre Agnostic | Dice...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Powered by the Apocalypse&lt;br /&gt;
| Creators = D. Vincent Baker and Meguey Baker&lt;br /&gt;
| Published = 2010&lt;br /&gt;
| Genres = Genre Agnostic&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered by the Apocalypse&#039;&#039;&#039;, commonly abbreviated to &#039;&#039;&#039;PbtA&#039;&#039;&#039;, is an overarching term for games with rules based on or inspired by the original [[Apocalypse World]].&lt;br /&gt;
&lt;br /&gt;
The author permits the &amp;quot;PbtA&amp;quot; name to be applied freely to any game directly or indirectly inspired by Apocalypse World&#039;s system, so there is no system reference document or standard rules. However, the following design elements commonly appear:&lt;br /&gt;
&lt;br /&gt;
* Task resolution based on 2d6+stat, with three results: failure, success, and &amp;quot;success at a cost&amp;quot;. Typically, NPCs do not roll their actions; rather, PCs roll to stop or oppose them.&lt;br /&gt;
* Player actions and GM decisions both quantified in terms of &amp;quot;moves&amp;quot;, with defined rolls for each player action. GM moves are taken in &amp;quot;soft&amp;quot; and &amp;quot;hard&amp;quot; modes, depending on whether or not they demand immediate action by the PCs or threaten its need in the future.&lt;br /&gt;
* Character generation based on &amp;quot;playbooks&amp;quot; which provide stat options, equipment, and selections of custom moves.&lt;br /&gt;
* Explicit &amp;quot;agendas&amp;quot; listing improvisational goals for the GM.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that the original [[Apocalypse World]] is extremely well and carefully written, while many other PbtA systems are less well designed and introduce problems into the system that are not present in the original. For example, a common issue arises where a playbook move gives a PC rules for a mundane action, making it unclear if PCs with other playbooks are somehow unable to take that action; this never arises in the original, where all playbook moves either give abilities that are clearly exceptional or supernatural, or clearly provide bonuses or enhanced benefits from mundane actions.&lt;br /&gt;
&lt;br /&gt;
The [[Forged in the Dark]] system is sometimes described as a PbtA variant, but the rules differ significantly except in the structure of GM advice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Systems|Powered by the Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Bear_World&amp;diff=1391</id>
		<title>Bear World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Bear_World&amp;diff=1391"/>
		<updated>2022-02-23T13:35:42Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Bear World | Creators = Hiram McDaniels | Published = September 2014 | Genres = Meta Parody | Dice = 2d6 }}  Bear World is an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Bear World&lt;br /&gt;
| Creators = Hiram McDaniels&lt;br /&gt;
| Published = September 2014&lt;br /&gt;
| Genres = Meta Parody&lt;br /&gt;
| Dice = 2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bear World is an unplayable RPG posted on The Gaming Den which parodies several tropes, in particular of narrative systems such as [[FATE]] and [[Powered by the Apocalypse]], but also of several OSR systems. Its name refers to the &amp;quot;quantum bears&amp;quot; criticism, originally levelled at PbtA games.&lt;br /&gt;
&lt;br /&gt;
Characters are specified by &amp;quot;traits&amp;quot; which can be any arbitrary phrase without balance. A 2d6 +trait roll determines success, marginal success, or failure; in combat, the player rolls attacks and defences NPCs with the GM never rolling. However, every roll (regardless of the result) causes an arbitrary number of bears to appear and attack the PCs. Bears are relatively weak opponents but rolls against bears can generate more bears which are not affected by those rolls; meaning that any game becomes a never-ending combat against an infinite number of bears.&lt;br /&gt;
&lt;br /&gt;
* Characters being defined by arbitrary phrases with no regard to balance is likely a reference to [[FATE]]&#039;s Aspects, but Aspects do not define a character nor provide permanent bonuses to rolls.&lt;br /&gt;
* The appearance of bears on any roll is a reference to PbtA systems where an early criticism made on the TGD forums was that the rules technically permit the GM to take the &amp;quot;show signs of an approaching threat&amp;quot; any time a roll is failed and declare a bear has appeared, although this criticism was not intended to be taken literally and is not the intended play of PbtA.&lt;br /&gt;
* Players are encouraged to write down meaningless PC statistics such as &amp;quot;height, weight, eye color, hair colour, dominant hand, blood glucose level&amp;quot; as a reference to some versions of D&amp;amp;D which included explicit spaces for these on the character sheet. The same reference is made by the availability of an &amp;quot;adventuring pack&amp;quot; to all PCs which includes standard OSR items such as a pole and mirror plus a &amp;quot;goat, mix CD, travel-size Stratego game, and bottle of mouth wash.&amp;quot;&lt;br /&gt;
* &amp;quot;Average&amp;quot; armor is more expensive than &amp;quot;poor&amp;quot; armor because poor armor gives a bonus to action rolls as it&#039;s easier to move in, a reference to misbalanced mechanics in several d20 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1390</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1390"/>
		<updated>2022-02-23T13:14:11Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* Q */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games. See &#039;&#039;Gamer Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they believe the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gamer Damage&lt;br /&gt;
:A condition created by Ron Edwards allegedly caused by ernest attempts to create an actual story by playing &#039;&#039;Vampire&#039;&#039;. Symptoms apparently include inability to distinguish a story from its presentation; refusal to operate with dissociated mechanics; and not thinking that the complex conflict resolution mechanism in Sorcerer (by Ron Edwards) is brilliant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
;Magical Realm&lt;br /&gt;
:A setting, adventure, RPG system or system intended to allow a GM (usually) to inflict their bizarre fetishes on the players. Taken from an episode of the Gunshow webcomic which showed a GM having their players encounter an &amp;quot;enchanted piss forest&amp;quot;. Actual examples of Magical Realm works include &#039;&#039;Blood In The Chocolate&#039;&#039; (inflation), and &#039;&#039;Witch Girls Adventures&#039;&#039; (transformation/female dominance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quantum Bear&lt;br /&gt;
:A negative design term from the OSR community with unclear origin and distorted meaning. Sometimes used as an attack on encounter-based Railroading (eg, no matter what route the players take through the forest they will encounter at least one bear). But seems to have originally referred to [[Failure models]] other than Fail in Place, such as where Failing Forward to cook food in a forest camp results in the PC cooking food but a bear entering the camp, with the implication that they would have been safe had they not attempted to make food, or that a better cook would not have encountered a bear. Particularly associated with PbtA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:Combination of &amp;quot;quicksand&amp;quot; and &amp;quot;sandbox&amp;quot;. A game which claims to offer the PCs free reign to explore a setting, but does so with such little prompting, direction, or clear interim goals that the PCs are left wandering in the void, never knowing what they&#039;re supposed to do.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Arguably untrue: &#039;&#039;Call of Cthulhu&#039;&#039; often exceeds the popularity of Dungeons and Dragons in countries where fantasy traditions differ from those that D&amp;amp;D represents, and the effect of this on world popularity is dramatic. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1389</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1389"/>
		<updated>2022-02-23T13:13:47Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games. See &#039;&#039;Gamer Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they believe the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gamer Damage&lt;br /&gt;
:A condition created by Ron Edwards allegedly caused by ernest attempts to create an actual story by playing &#039;&#039;Vampire&#039;&#039;. Symptoms apparently include inability to distinguish a story from its presentation; refusal to operate with dissociated mechanics; and not thinking that the complex conflict resolution mechanism in Sorcerer (by Ron Edwards) is brilliant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
;Magical Realm&lt;br /&gt;
:A setting, adventure, RPG system or system intended to allow a GM (usually) to inflict their bizarre fetishes on the players. Taken from an episode of the Gunshow webcomic which showed a GM having their players encounter an &amp;quot;enchanted piss forest&amp;quot;. Actual examples of Magical Realm works include &#039;&#039;Blood In The Chocolate&#039;&#039; (inflation), and &#039;&#039;Witch Girls Adventures&#039;&#039; (transformation/female dominance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quantum Bear&lt;br /&gt;
:A negative design term from the OSR community with unclear origin and distorted meaning. Sometimes used as an attack on encounter-based Railroading (eg, no matter what route the players take through the forest they will encounter at least one bear). But seems to have originally referred to [[Failure models]] other than Fail in Place, such as where Failing Forward to cook food in a forest camp results in the PC cooking food but a bear entering the camp, with the implication that they would have been safe had they not attempted to make food, or that a better cook would not have encountered a bear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:Combination of &amp;quot;quicksand&amp;quot; and &amp;quot;sandbox&amp;quot;. A game which claims to offer the PCs free reign to explore a setting, but does so with such little prompting, direction, or clear interim goals that the PCs are left wandering in the void, never knowing what they&#039;re supposed to do.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Arguably untrue: &#039;&#039;Call of Cthulhu&#039;&#039; often exceeds the popularity of Dungeons and Dragons in countries where fantasy traditions differ from those that D&amp;amp;D represents, and the effect of this on world popularity is dramatic. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=X-Card&amp;diff=1381</id>
		<title>X-Card</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=X-Card&amp;diff=1381"/>
		<updated>2021-09-08T15:57:28Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;The X-Card is a safety mechanic for RPGs written up by John Stavropoulos and available [https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit he...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The X-Card is a safety mechanic for RPGs written up by John Stavropoulos and available [https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit here].&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=No_Thank_You,_Evil!&amp;diff=1380</id>
		<title>No Thank You, Evil!</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=No_Thank_You,_Evil!&amp;diff=1380"/>
		<updated>2021-09-08T15:44:18Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{Stub}} {{System Information Box | System Name = Cypher System | Creators = Monte Cook | Published = January 2018 | Genres = Children&amp;#039;s Surreal Fantasy | Dice = d6 }}  No Tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{System Information Box&lt;br /&gt;
| System Name = Cypher System&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = January 2018&lt;br /&gt;
| Genres = Children&#039;s Surreal Fantasy&lt;br /&gt;
| Dice = d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
No Thank You, Evil! is a children&#039;s RPG by Monte Cook based on a variant of the [[Cypher System]]. Bizarrely the game is named after its equivalent of the [[X-Card]], in that players are encouraged to call &amp;quot;No Thank You, Evil&amp;quot; if they are frightened or upset by something happening in the game.&lt;br /&gt;
&lt;br /&gt;
The variant modifies the dice to a d6 and adds an additional stat pool devoted to helping other characters. &lt;br /&gt;
&lt;br /&gt;
The setting, rather than a childlike D&amp;amp;D style setting, is instead a surreal children&#039;s fantasy comparable to Roald Dahl. This combined with the fact that a later Kickstarter ran for the game plus a large set of variant accessories suggests that this game was major inspiration for [[Invisible Sun]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]][[Category:Systems|Cypher]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1185</id>
		<title>Caster supremacy</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1185"/>
		<updated>2021-02-08T16:00:30Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* Aversions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Caster Supremacy&#039;&#039;&#039; is the tendency, in many fantasy RPGs, for magic-using focussed characters to be outright better than any other character in the game. &lt;br /&gt;
&lt;br /&gt;
This usually occurs because the designer, GM and/or players have an existing preconception of what mundane or martial characters are capable of, but have no such conception for magic. Thus, magic using characters are designed without a restriction that other characters have, and no similar restriction is introduced to balance them.&lt;br /&gt;
&lt;br /&gt;
This is usually further amplified by the tendancy to &lt;br /&gt;
* underestimate the real-life effectiveness of mundane skills or the meaning of high statistic values (for example, the lead designer of Pathfinder estimating the difficulty of a seasoned warrior catching a weapon fastened by a cord, by considering how difficult it was for them to catch their mouse when it was tied to their wrist)&lt;br /&gt;
* treat in-game abstractions as reality when judging the effect of mundane skills (for example, the lead designer of D&amp;amp;D 5e ruling that it was unreasonable to reduce a PC&#039;s hitpoint damage by shouting to inspire them to fight because doing so could not heal wounds, even though HP is an acknowledged abstraction including the PC&#039;s fighting capacity as well as physical injury)&lt;br /&gt;
&lt;br /&gt;
The most common categories in which caster supremacy manifests are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Replacement Supremacy&#039;&#039;: the caster can do everything another character types can do, possibly better, plus cast other spells. For example: a wizard who can cast &#039;&#039;Invisibility&#039;&#039; and &#039;&#039;Fireball&#039;&#039; has the ability to deal large amounts of damage and to be stealthy, which covers the abilities of both a Fighter and a Rogue.&lt;br /&gt;
* &#039;&#039;Permission Supremacy&#039;&#039;: the caster has ways quantified within the rules of producing certain effects; other character types should be equally able to produce them but have no such rule quantification, leaving it in the realm of GM fiat. For example: a game&#039;s spell list may include a spell for opening a locked door. It would also be perfectly possible for a strong character to break down a locked door, but many games will not include rules for this. This means that the wizard player has an absolute specification in the book that they can open locked doors, but for the stronger mundane character it is only decided by the GM. &lt;br /&gt;
* &#039;&#039;Narrative Supremacy&#039;&#039;: the caster&#039;s magic can affect the ongoing narrative dramatically while other character types have no mechanisms for doing anything equivalent. For example: a wizard may have a spell along the lines of &#039;&#039;Control Weather&#039;&#039;, whereas a fighter may not have any equivalent ability. Although this makes sense in-character, it does not make sense in terms of participation balance between the players at the table.&lt;br /&gt;
* &#039;&#039;Defensive Supremacy&#039;&#039;: the caster can make themselves rapidly immune to attacks from mundane characters. This is typically done with some combination of flight and protection against thrown/fired objects.&lt;br /&gt;
* &#039;&#039;Setting Inconsistency&#039;&#039;: the setting fails to provide any reason why not every character has some access to magic, nor why those who do have access do not rule the world by definition.&lt;br /&gt;
&lt;br /&gt;
== Balance Attempts ==&lt;br /&gt;
&lt;br /&gt;
A number of standard ways of balancing casting abilities generally turn out not to work:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic is Rare&#039;&#039;&#039;: in settings in which wizards are declared to be rare, the power of a Player Character wizard is &#039;&#039;increased&#039;&#039;; the party will not be affected by rarity because the PC wizard will always be present, but their opponents can be argued to have had less reason to anticipate a magic user showing up.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Scary&#039;&#039;&#039;: in settings in which magic users are considered dangerous, the PC magic user will still always be available in hostile environments, and another party member will be able to handle most social interaction.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Risky&#039;&#039;&#039;: settings in which casting spells has an extreme risk to the caster can be balanced, but usually also require magic users to have other options for competently dealing with situations (which usually equates to magic being partially available to all character types). If a single character type is focussed entirely on magic, their player has no way to avoid the risk other than not participating in the game.&lt;br /&gt;
* &#039;&#039;&#039;Magic is a limited resource&#039;&#039;&#039;: this depends on the GM being comfortable allowing the magic-user&#039;s player to sit at the table waiting, unable to act, until the next chance to rest; many GMs will avoid this by making rests easier, removing the balance. In addition, at high level in many games magic becomes so essential that not allowing the wizard to recharge their magic whenever it is low is suicide. The assumption that &amp;quot;a fighter can swing a sword all day&amp;quot; is also wrong; in most systems, the fighter will also take damage back from any significant opponent, meaning their limited resource is their HP pool. The assumption is also unrealistic, as real life athletes and fighters constantly have to manage physical exhaustion, including by restricting their use of certain techniques.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3.5th edition and prior, the &#039;&#039;Knock&#039;&#039; first level spell can do the work of a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 5th edition and prior (except 4th edition), the &#039;&#039;Alarm&#039;&#039; first level spell can &#039;&#039;defeat&#039;&#039; a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Shadowrun&#039;&#039; 4th Edition and higher, most magic abilities cannot be effectively countered except by other magic. This is compounded by the setting rule that only 1% of the population have magical abilities, making it difficult to argue that any but the largest enemy organization would have prepared for one.&lt;br /&gt;
* In &#039;&#039;Numenera&#039;&#039;, the Numenera of the title are magical artifacts which are the theme of the game; the caster equivalent class (&amp;quot;Nano&amp;quot;) can simply use more than any other class.&lt;br /&gt;
&lt;br /&gt;
== Aversions ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, 4th Edition, all classes have resource-management based powers that have special effects, and Wizards are restricted to powers with a particular theme.&lt;br /&gt;
* In [[Fragged Kingdom]], Magic is just a modifier to skills which allows them to be applied in unusual circumstances. Magical effects in combat are restricted to energy blasts comparable to arrows; the majority of special effects in combat are created using alchemical potions and equipment which any character can wield.&lt;br /&gt;
* In [[Ars Magica]], wizards are more powerful than other character types, but every player&#039;s main character is a wizard and they are played alternately in adventures.&lt;br /&gt;
* In [[Invisible Sun]], all PCs are wizards, and the character types represent different attitudes to magic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game design terminology|Caster supremacy]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1184</id>
		<title>Caster supremacy</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1184"/>
		<updated>2021-02-08T15:58:24Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* Balance Attempts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Caster Supremacy&#039;&#039;&#039; is the tendency, in many fantasy RPGs, for magic-using focussed characters to be outright better than any other character in the game. &lt;br /&gt;
&lt;br /&gt;
This usually occurs because the designer, GM and/or players have an existing preconception of what mundane or martial characters are capable of, but have no such conception for magic. Thus, magic using characters are designed without a restriction that other characters have, and no similar restriction is introduced to balance them.&lt;br /&gt;
&lt;br /&gt;
This is usually further amplified by the tendancy to &lt;br /&gt;
* underestimate the real-life effectiveness of mundane skills or the meaning of high statistic values (for example, the lead designer of Pathfinder estimating the difficulty of a seasoned warrior catching a weapon fastened by a cord, by considering how difficult it was for them to catch their mouse when it was tied to their wrist)&lt;br /&gt;
* treat in-game abstractions as reality when judging the effect of mundane skills (for example, the lead designer of D&amp;amp;D 5e ruling that it was unreasonable to reduce a PC&#039;s hitpoint damage by shouting to inspire them to fight because doing so could not heal wounds, even though HP is an acknowledged abstraction including the PC&#039;s fighting capacity as well as physical injury)&lt;br /&gt;
&lt;br /&gt;
The most common categories in which caster supremacy manifests are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Replacement Supremacy&#039;&#039;: the caster can do everything another character types can do, possibly better, plus cast other spells. For example: a wizard who can cast &#039;&#039;Invisibility&#039;&#039; and &#039;&#039;Fireball&#039;&#039; has the ability to deal large amounts of damage and to be stealthy, which covers the abilities of both a Fighter and a Rogue.&lt;br /&gt;
* &#039;&#039;Permission Supremacy&#039;&#039;: the caster has ways quantified within the rules of producing certain effects; other character types should be equally able to produce them but have no such rule quantification, leaving it in the realm of GM fiat. For example: a game&#039;s spell list may include a spell for opening a locked door. It would also be perfectly possible for a strong character to break down a locked door, but many games will not include rules for this. This means that the wizard player has an absolute specification in the book that they can open locked doors, but for the stronger mundane character it is only decided by the GM. &lt;br /&gt;
* &#039;&#039;Narrative Supremacy&#039;&#039;: the caster&#039;s magic can affect the ongoing narrative dramatically while other character types have no mechanisms for doing anything equivalent. For example: a wizard may have a spell along the lines of &#039;&#039;Control Weather&#039;&#039;, whereas a fighter may not have any equivalent ability. Although this makes sense in-character, it does not make sense in terms of participation balance between the players at the table.&lt;br /&gt;
* &#039;&#039;Defensive Supremacy&#039;&#039;: the caster can make themselves rapidly immune to attacks from mundane characters. This is typically done with some combination of flight and protection against thrown/fired objects.&lt;br /&gt;
* &#039;&#039;Setting Inconsistency&#039;&#039;: the setting fails to provide any reason why not every character has some access to magic, nor why those who do have access do not rule the world by definition.&lt;br /&gt;
&lt;br /&gt;
== Balance Attempts ==&lt;br /&gt;
&lt;br /&gt;
A number of standard ways of balancing casting abilities generally turn out not to work:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic is Rare&#039;&#039;&#039;: in settings in which wizards are declared to be rare, the power of a Player Character wizard is &#039;&#039;increased&#039;&#039;; the party will not be affected by rarity because the PC wizard will always be present, but their opponents can be argued to have had less reason to anticipate a magic user showing up.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Scary&#039;&#039;&#039;: in settings in which magic users are considered dangerous, the PC magic user will still always be available in hostile environments, and another party member will be able to handle most social interaction.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Risky&#039;&#039;&#039;: settings in which casting spells has an extreme risk to the caster can be balanced, but usually also require magic users to have other options for competently dealing with situations (which usually equates to magic being partially available to all character types). If a single character type is focussed entirely on magic, their player has no way to avoid the risk other than not participating in the game.&lt;br /&gt;
* &#039;&#039;&#039;Magic is a limited resource&#039;&#039;&#039;: this depends on the GM being comfortable allowing the magic-user&#039;s player to sit at the table waiting, unable to act, until the next chance to rest; many GMs will avoid this by making rests easier, removing the balance. In addition, at high level in many games magic becomes so essential that not allowing the wizard to recharge their magic whenever it is low is suicide. The assumption that &amp;quot;a fighter can swing a sword all day&amp;quot; is also wrong; in most systems, the fighter will also take damage back from any significant opponent, meaning their limited resource is their HP pool. The assumption is also unrealistic, as real life athletes and fighters constantly have to manage physical exhaustion, including by restricting their use of certain techniques.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3.5th edition and prior, the &#039;&#039;Knock&#039;&#039; first level spell can do the work of a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 5th edition and prior (except 4th edition), the &#039;&#039;Alarm&#039;&#039; first level spell can &#039;&#039;defeat&#039;&#039; a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Shadowrun&#039;&#039; 4th Edition and higher, most magic abilities cannot be effectively countered except by other magic. This is compounded by the setting rule that only 1% of the population have magical abilities, making it difficult to argue that any but the largest enemy organization would have prepared for one.&lt;br /&gt;
* In &#039;&#039;Numenera&#039;&#039;, the Numenera of the title are magical artifacts which are the theme of the game; the caster equivalent class (&amp;quot;Nano&amp;quot;) can simply use more than any other class.&lt;br /&gt;
&lt;br /&gt;
== Aversions ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, 4th Edition, all classes have resource-management based powers that have special effects, and Wizards are restricted to powers with a particular theme.&lt;br /&gt;
* In &#039;&#039;Fragged Kingdom&#039;&#039;, Magic is just a modifier to skills which allows them to be applied in unusual circumstances. Magical effects in combat are restricted to energy blasts comparable to arrows; the majority of special effects in combat are created using alchemical potions and equipment which any character can wield.&lt;br /&gt;
* In &#039;&#039;Ars Magica&#039;&#039;, wizards are more powerful than other character types, but every player&#039;s main character is a wizard and they are played alternately in adventures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game design terminology|Caster supremacy]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1183</id>
		<title>Caster supremacy</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Caster_supremacy&amp;diff=1183"/>
		<updated>2021-02-08T15:56:34Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* Balance Attempts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Caster Supremacy&#039;&#039;&#039; is the tendency, in many fantasy RPGs, for magic-using focussed characters to be outright better than any other character in the game. &lt;br /&gt;
&lt;br /&gt;
This usually occurs because the designer, GM and/or players have an existing preconception of what mundane or martial characters are capable of, but have no such conception for magic. Thus, magic using characters are designed without a restriction that other characters have, and no similar restriction is introduced to balance them.&lt;br /&gt;
&lt;br /&gt;
This is usually further amplified by the tendancy to &lt;br /&gt;
* underestimate the real-life effectiveness of mundane skills or the meaning of high statistic values (for example, the lead designer of Pathfinder estimating the difficulty of a seasoned warrior catching a weapon fastened by a cord, by considering how difficult it was for them to catch their mouse when it was tied to their wrist)&lt;br /&gt;
* treat in-game abstractions as reality when judging the effect of mundane skills (for example, the lead designer of D&amp;amp;D 5e ruling that it was unreasonable to reduce a PC&#039;s hitpoint damage by shouting to inspire them to fight because doing so could not heal wounds, even though HP is an acknowledged abstraction including the PC&#039;s fighting capacity as well as physical injury)&lt;br /&gt;
&lt;br /&gt;
The most common categories in which caster supremacy manifests are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Replacement Supremacy&#039;&#039;: the caster can do everything another character types can do, possibly better, plus cast other spells. For example: a wizard who can cast &#039;&#039;Invisibility&#039;&#039; and &#039;&#039;Fireball&#039;&#039; has the ability to deal large amounts of damage and to be stealthy, which covers the abilities of both a Fighter and a Rogue.&lt;br /&gt;
* &#039;&#039;Permission Supremacy&#039;&#039;: the caster has ways quantified within the rules of producing certain effects; other character types should be equally able to produce them but have no such rule quantification, leaving it in the realm of GM fiat. For example: a game&#039;s spell list may include a spell for opening a locked door. It would also be perfectly possible for a strong character to break down a locked door, but many games will not include rules for this. This means that the wizard player has an absolute specification in the book that they can open locked doors, but for the stronger mundane character it is only decided by the GM. &lt;br /&gt;
* &#039;&#039;Narrative Supremacy&#039;&#039;: the caster&#039;s magic can affect the ongoing narrative dramatically while other character types have no mechanisms for doing anything equivalent. For example: a wizard may have a spell along the lines of &#039;&#039;Control Weather&#039;&#039;, whereas a fighter may not have any equivalent ability. Although this makes sense in-character, it does not make sense in terms of participation balance between the players at the table.&lt;br /&gt;
* &#039;&#039;Defensive Supremacy&#039;&#039;: the caster can make themselves rapidly immune to attacks from mundane characters. This is typically done with some combination of flight and protection against thrown/fired objects.&lt;br /&gt;
* &#039;&#039;Setting Inconsistency&#039;&#039;: the setting fails to provide any reason why not every character has some access to magic, nor why those who do have access do not rule the world by definition.&lt;br /&gt;
&lt;br /&gt;
== Balance Attempts ==&lt;br /&gt;
&lt;br /&gt;
A number of standard ways of balancing casting abilities generally turn out not to work:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic is Rare&#039;&#039;&#039;: in settings in which wizards are declared to be rare, the power of a Player Character wizard is &#039;&#039;increased&#039;&#039;; the party will not be affected by rarity because the PC wizard will always be present, but their opponents can be argued to have had less reason to anticipate a magic user showing up.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Scary&#039;&#039;&#039;: in settings in which magic users are considered dangerous, the PC magic user will still always be available in hostile environments, and another party member will be able to handle most social interaction.&lt;br /&gt;
* &#039;&#039;&#039;Magic is Risky&#039;&#039;&#039;: settings in which casting spells has an extreme risk to the caster can be balanced, but usually also require magic users to have other options for competently dealing with situations (which usually equates to magic being partially available to all character types). If a single character type is focussed entirely on magic, their player has no way to avoid the risk other than not participating in the game.&lt;br /&gt;
* &#039;&#039;&#039;Magic is a limited resource&#039;&#039;&#039;: this depends on the GM being comfortable allowing the magic-user&#039;s player to sit at the table waiting, unable to act, until the next chance to rest; many GMs will avoid this by making rests easier, removing the balance. In addition, at high level in many games magic becomes so essential that not allowing the wizard to recharge their magic whenever it is low is suicide. Also, resource management is an engaging game mechanic and there is not an apparent reason why all players should not get to participate; it is often assumed that mundane characters could use all their abilities whenever they like, ignoring the fact that real life athletes and fighters both have techniques they limit their use of due in order to maintain physical endurance.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3.5th edition and prior, the &#039;&#039;Knock&#039;&#039; first level spell can do the work of a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 5th edition and prior (except 4th edition), the &#039;&#039;Alarm&#039;&#039; first level spell can &#039;&#039;defeat&#039;&#039; a 20th level Rogue.&lt;br /&gt;
* In &#039;&#039;Shadowrun&#039;&#039; 4th Edition and higher, most magic abilities cannot be effectively countered except by other magic. This is compounded by the setting rule that only 1% of the population have magical abilities, making it difficult to argue that any but the largest enemy organization would have prepared for one.&lt;br /&gt;
* In &#039;&#039;Numenera&#039;&#039;, the Numenera of the title are magical artifacts which are the theme of the game; the caster equivalent class (&amp;quot;Nano&amp;quot;) can simply use more than any other class.&lt;br /&gt;
&lt;br /&gt;
== Aversions ==&lt;br /&gt;
&lt;br /&gt;
* In &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, 4th Edition, all classes have resource-management based powers that have special effects, and Wizards are restricted to powers with a particular theme.&lt;br /&gt;
* In &#039;&#039;Fragged Kingdom&#039;&#039;, Magic is just a modifier to skills which allows them to be applied in unusual circumstances. Magical effects in combat are restricted to energy blasts comparable to arrows; the majority of special effects in combat are created using alchemical potions and equipment which any character can wield.&lt;br /&gt;
* In &#039;&#039;Ars Magica&#039;&#039;, wizards are more powerful than other character types, but every player&#039;s main character is a wizard and they are played alternately in adventures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game design terminology|Caster supremacy]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Shadowrun_Sixth_World&amp;diff=1113</id>
		<title>Shadowrun Sixth World</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Shadowrun_Sixth_World&amp;diff=1113"/>
		<updated>2021-01-07T20:04:17Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Shadowrun Sixth World | Creators = Brooke Chang | Published = 2019 | Genres = Cyberpunk | Dice =  }}  &amp;#039;&amp;#039;&amp;#039;Shadowrun Sixth World&amp;#039;&amp;#039;&amp;#039;, aka...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Shadowrun Sixth World&lt;br /&gt;
| Creators = Brooke Chang&lt;br /&gt;
| Published = 2019&lt;br /&gt;
| Genres = Cyberpunk&lt;br /&gt;
| Dice = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowrun Sixth World&#039;&#039;&#039;, aka the 6th Edition of Shadowrun, is a notoriously bad update to the Shadowrun game which made misguided attempts at simplifying the core rules and intsead effectively destroyed most of them. &lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
* Armor, and the bulk of defenses, have no protective effect.&lt;br /&gt;
* Contradictions in the rules for gun battles potentially allow a PC to unload an entire 50 round clip in a single action.&lt;br /&gt;
* A character with a cyberjaw can eat a docked submarine in 9 seconds. &lt;br /&gt;
* Having an artificial leg disconnects you from your basic humanity and makes you more machine-like; having wires allowing a computer to control your actions when needed does so less than an artifical leg, and interfacing your brain with the Internet by running actual machine communication protocols in your thoughts has no effect at all.&lt;br /&gt;
* Bipod gun mounts are more stable if they are connected to the Internet.&lt;br /&gt;
* Hacking almost any unsupervised system is trivial, but there is no specification about what you can do having hacked it.&lt;br /&gt;
* If you try to secretly follow another car and fail, you aren&#039;t noticed; instead you crash your car.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}[[Category:Systems]][[Category:Systems|Shadowrun]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Cypher_System&amp;diff=1112</id>
		<title>Cypher System</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Cypher_System&amp;diff=1112"/>
		<updated>2021-01-07T19:52:46Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Cypher System&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = July 2015&lt;br /&gt;
| Genres = Generic&lt;br /&gt;
| Dice = d20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Cypher System is a generic RPG system designed by Monte Cook, first used for [[Numenera]] but later adapted as a generic system and published as &amp;quot;the Cypher System&amp;quot; rulebook in 2015. It is also used by [[The Strange]], [[No Thank You, Evil!]] and [[Invisible Sun]].&lt;br /&gt;
&lt;br /&gt;
The system is based on d20-based stat rolls. Stats are represented as pools of tokens, but give no direct or permanenent bonus to d20 rolls; rather, the player can spend 1 or more tokens from their pool for a stat for a temporary bonus on a single roll. The number of tokens that can be so spent per roll is limited by a further general stat. This creatures a situation where a character with a high strength is no stronger by default than any other character, but can &amp;quot;be strong&amp;quot; more often.&lt;br /&gt;
&lt;br /&gt;
Damage is represented by removing stat points from pools. Usually, these are removed from physical pools first, thus baking [[Caster supremacy]] into the system by giving greater endurance to characters who do not need physical stats for common actions.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}[[Category:Systems]][[Category:Systems|Cypher]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1111</id>
		<title>Invisible Sun</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1111"/>
		<updated>2021-01-07T19:48:08Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Invisible Sun&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = 2018&lt;br /&gt;
| Genres = Urban Fantasy&lt;br /&gt;
| Dice = d20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Sun&#039;&#039;&#039; is a surrealist urban fantasy RPG by Monte Cook making use of the [[Cypher System]]. It is notoriously sold at an inflated price point of more than $200 for the &amp;quot;black cube&amp;quot; containing the printed books and other bizarre props (including a sculpture of a giant hand) and $99 for the PDF version. It was briefly sold at the more reasonable price of $24.95 during a Humble sale in 2020 in which many people got to read it for the first time and confirmed it was scarcely worth that.&lt;br /&gt;
&lt;br /&gt;
The setting is most infamous for its currency system, in which occupants of the fantasy city use &amp;quot;orbs&amp;quot; containing mundane ideas as currency, apparently hauling them around in sacks in order to pay for minor items, and minting them by farming thoughts from children.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Cypher]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Cypher_System&amp;diff=1110</id>
		<title>Cypher System</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Cypher_System&amp;diff=1110"/>
		<updated>2021-01-07T19:47:58Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Cypher System | Creators = Monte Cook | Published = July 2015 | Genres = Generic | Dice = d10 }}    {{Stub}} Cate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Cypher System&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = July 2015&lt;br /&gt;
| Genres = Generic&lt;br /&gt;
| Dice = d10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Stub}}[[Category:Icons| ]][[Category:Systems|Icons]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1109</id>
		<title>Invisible Sun</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1109"/>
		<updated>2021-01-07T19:46:37Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Invisible Sun&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = 2018&lt;br /&gt;
| Genres = Urban Fantasy&lt;br /&gt;
| Dice = d10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Sun&#039;&#039;&#039; is a surrealist urban fantasy RPG by Monte Cook making use of the [[Cypher System]]. It is notoriously sold at an inflated price point of more than $200 for the &amp;quot;black cube&amp;quot; containing the printed books and other bizarre props (including a sculpture of a giant hand) and $99 for the PDF version. It was briefly sold at the more reasonable price of $24.95 during a Humble sale in 2020 in which many people got to read it for the first time and confirmed it was scarcely worth that.&lt;br /&gt;
&lt;br /&gt;
The setting is most infamous for its currency system, in which occupants of the fantasy city use &amp;quot;orbs&amp;quot; containing mundane ideas as currency, apparently hauling them around in sacks in order to pay for minor items, and minting them by farming thoughts from children.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Cypher]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1108</id>
		<title>Invisible Sun</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Invisible_Sun&amp;diff=1108"/>
		<updated>2021-01-07T19:42:52Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Invisible Sun | Creators = Monte Cook | Published = 2018 | Genres = Urban Fantasy | Dice = d10 }}  &amp;#039;&amp;#039;&amp;#039;Invisible Sun&amp;#039;&amp;#039;&amp;#039; is a surrealist...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Invisible Sun&lt;br /&gt;
| Creators = Monte Cook&lt;br /&gt;
| Published = 2018&lt;br /&gt;
| Genres = Urban Fantasy&lt;br /&gt;
| Dice = d10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Sun&#039;&#039;&#039; is a surrealist urban fantasy RPG by Monte Cook making use of the [[Cypher System]]. It&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Cypher]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1107</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=1107"/>
		<updated>2021-01-07T19:34:58Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: /* W */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games. See &#039;&#039;Gamer Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they beileve the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gamer Damage&lt;br /&gt;
:A condition created by Ron Edwards allegedly caused by ernest attempts to create an actual story by playing &#039;&#039;Vampire&#039;&#039;. Symptoms apparently include inability to distinguish a story from its presentation; refusal to operate with dissociated mechanics; and not thinking that the complex conflict resolution mechanism in Sorcerer (by Ron Edwards) is brilliant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
;Magical Realm&lt;br /&gt;
:A setting, adventure, RPG system or system intended to allow a GM (usually) to inflict their bizarre fetishes on the players. Taken from an episode of the Gunshow webcomic which showed a GM having their players encounter an &amp;quot;enchanted piss forest&amp;quot;. Actual examples of Magical Realm works include &#039;&#039;Blood In The Chocolate&#039;&#039; (inflation), and &#039;&#039;Witch Girls Adventures&#039;&#039; (transformation/female dominance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:Combination of &amp;quot;quicksand&amp;quot; and &amp;quot;sandbox&amp;quot;. A game which claims to offer the PCs free reign to explore a setting, but does so with such little prompting, direction, or clear interim goals that the PCs are left wandering in the void, never knowing what they&#039;re supposed to do.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Arguably untrue: &#039;&#039;Call of Cthulhu&#039;&#039; often exceeds the popularity of Dungeons and Dragons in countries where fantasy traditions differ from those that D&amp;amp;D represents, and the effect of this on world popularity is dramatic. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Pathfinder_2nd_Edition&amp;diff=1106</id>
		<title>Pathfinder 2nd Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Pathfinder_2nd_Edition&amp;diff=1106"/>
		<updated>2020-10-06T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Pathfinder 2nd Edition | Creators = Paizo Publishing | Published = August 2019 | Genres = Fantasy | Dice = d20, d12, d10, d8, d6, d4 }...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Pathfinder 2nd Edition&lt;br /&gt;
| Creators = Paizo Publishing&lt;br /&gt;
| Published = August 2019&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathfinder&#039;&#039;&#039;, 2nd Edition is a substantial revision of [[Pathfinder 1st Edition]] intended to apply innovative change to the system and rein in balance on the Pathfinder system which had previously run out of control with incremental content. Many of its changes parallel those made in [[D&amp;amp;D 4th Edition]], although not all changes made in that system are propagated. Since it still has roots in [[D&amp;amp;D 3rd and 3.5th Edition]], it remains available under the [[Open Game License]].&lt;br /&gt;
&lt;br /&gt;
Significant changes made include:&lt;br /&gt;
* Introduction of a gradated success mechanic; &amp;quot;Critical Hits&amp;quot; and &amp;quot;Critical Failures&amp;quot; are now achieved by beating particular target thresholds rather than single rolls on a dice, and are assigned special effects on almost all rolls.&lt;br /&gt;
* Strong focus on &amp;quot;actions&amp;quot; presented in self-contained boxes in the style of [[D&amp;amp;D 4th Edition]].&lt;br /&gt;
* Very strong quantification of skill uses, with specific &amp;quot;actions&amp;quot; covering multiple standard applications of skills.&lt;br /&gt;
* Introduction of a level modifier with an additional stacked proficiency modifier.&lt;br /&gt;
* Removal of standard d20 multiclassing, replaced with a feat based system.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Strong company support; in active and continuous development. &lt;br /&gt;
* Heavy rectification of caster supremacy, perhaps even overcorrecting in the other direction.&lt;br /&gt;
* As a &amp;quot;newer game&amp;quot;, it&#039;s relatively easy to get people who only play [[D&amp;amp;D 5th Edition]] to try it.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039; still reigns supreme.&lt;br /&gt;
* Extremely complicated initial character generation, actually intimidating for some new players.&lt;br /&gt;
* The graduated success mechanic slows down the game dramatically, as rolls that would be &amp;quot;obviously a success&amp;quot; in previous d20 games must now be calculated exactly to see if they are criticals.&lt;br /&gt;
* Game balance still not perfect due to a small combination of overpowered options, and the ability for PCs to manipulate critical frequency.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder 2nd Edition| ]][[Category:Systems|Pathfinder 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Pathfinder_1st_Edition&amp;diff=1105</id>
		<title>Pathfinder 1st Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Pathfinder_1st_Edition&amp;diff=1105"/>
		<updated>2020-10-06T20:03:41Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Pathfinder 1st Edition | Creators = Paizo Publishing | Published = 2009 | Genres = Fantasy | Dice = d20, d12, d10, d8, d6, d4 }}  {{St...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Pathfinder 1st Edition&lt;br /&gt;
| Creators = Paizo Publishing&lt;br /&gt;
| Published = 2009&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathfinder&#039;&#039;&#039;, 1st Edition is a spin-off of [[D&amp;amp;D 3rd and 3.5th Edition|D&amp;amp;D 3rd Revised Edition]] originally created by Paizo Publishing via the [[Open Game License]] as a vehicle for their published adventure series. It was presented as an incremental development of D&amp;amp;D 3.5th Edition, intended for players who rejected the changes made by [[D&amp;amp;D 4th Edition]]. The ability for the Open Game License to be used to create an entire replacement system, although within a new cosmology, was unintended and resulted in the immediate cancellation of the OGL for all future versions of D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Massive&#039;&#039;&#039; company support. &lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039; and [[Caster supremacy]] entirely out of control, mainly due to the additional support books finding it easy to include extra spells, but not extra combat options.&lt;br /&gt;
* Game Balance basically collapsed due to added layers of complex material.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder 1st Edition| ]][[Category:Systems|Pathfinder 1st Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1104</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1104"/>
		<updated>2020-10-06T19:30:31Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]]. Their main designers were Monte Cook and Jonathan Tweet.&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
* [[Caster supremacy]] was considered to run rampant from this edition forward, due to it increasing the power of caster characters to make them more fun to play, but without giving any substantial balancing benefit to martial characters. In particular, the unlimited use of cantrips removed a significant limit for casters.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 3rd Edition| ]][[Category:Dungeons &amp;amp; Dragons|3rd Edition]][[Category:Systems|D&amp;amp;D 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_5th_Edition&amp;diff=1103</id>
		<title>D&amp;D 5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_5th_Edition&amp;diff=1103"/>
		<updated>2020-10-06T19:29:42Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Dungeons &amp;amp; Dragons 5th Edition | Creators = Wizards of the Coast | Published = 2013 | Genres = Fantasy | Dice = d20, d12, d10, d8, d6,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 5th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2013&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;5th edition&#039;&#039;&#039; of Dungeons &amp;amp; Dragons is the current edition of the game, obliquely referred to as &amp;quot;the world&#039;s most popular roleplaying game&amp;quot;. It reversed the changes in 4th edition and pared down the system substantially, being often considered a weaker edition of D&amp;amp;D, but was popularised by heavy marketing and integration with podcasts.&lt;br /&gt;
&lt;br /&gt;
5th Edition made the following changes:&lt;br /&gt;
&lt;br /&gt;
* All 4th Edition changes were reversed, except class paths. D&amp;amp;D 5th edition is based primarily on the 3rd Revised Edition.&lt;br /&gt;
* All math was reduced to smaller ranges (referred to as &amp;quot;bounded accuracy&amp;quot;).&lt;br /&gt;
* All six stats technically now have saving their own throws, although only the three that were used for saves in the previous editions (Constitution, Dexterity and Wisdom) are regularly used.&lt;br /&gt;
* Character generation decisions were spread among the first few levels rather than concentrated on the first level.&lt;br /&gt;
* Combat manuevers were placed in optional rules for all but one particular class.&lt;br /&gt;
* Feats and multiclassing became optional rules, with single feats having much more substantial effects but only taken by giving up an ability scorebonus.&lt;br /&gt;
* The majority of quantified uses of skills were removed, with skills being treated as modifiers to ability scores as they were in Second Edition and earlier.&lt;br /&gt;
&lt;br /&gt;
== Negative Development Strategy ==&lt;br /&gt;
&lt;br /&gt;
A signsificant complaint about D&amp;amp;D Fifth Edition is that it represents a step backwards for the role-playing hobby as a whole, as its strategy has been to strong-arm the market via Hasbro&#039;s marketing budget and the D&amp;amp;D name, rather than improving the game.  &lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Fourth Edition was a highly innovative system which actively attempted to address previous issues with the game and with the whole nature of RPGs. Not everybody liked it, but that is in the nature of innovation. D&amp;amp;D Third Edition was also highly innovative at the time it was released.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Fifth Edition has only very small beneficial innovations compared to Third Edition, but also takes multiple steps backwards. Any issues with the Third Edition system were not addressed or developed in Fifth Edition, but simply removed from the system and left up to the judgment of the DM. At the same time, D&amp;amp;D Fifth Edition has had the lowest level of support from the publishing company of any edition, but the highest level of marketing support, especially with regard to the burgeoning podcast market.&lt;br /&gt;
&lt;br /&gt;
These make it quite apparent that Wizards Of The Coast now considered D&amp;amp;D so entrenched in the market that it does not need to be developed or improved on any more, and need only be maintained in order to retain that entrenchment. In other words, it&#039;s as if Microsoft had not developed or improved their operating system after Windows ME, but poured all their money into putting it fromt-and-centre in the market and squeezing out anyone with a lower budget or who applied any part of that budget to innovation. This is potentially destructive to the whole industry. Playing D&amp;amp;D 5e as the &amp;quot;default&amp;quot; game is the purest endorsement of this strategy. &lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
* 5th Edition has been primarily designed to be easy to learn and the simplified mechanics and broken-up character generation make it much easier to start playing.&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
* [[Caster supremacy]] all over the place, facilitated significantly by the removal of quantified skill uses driving permissions supremacy.&lt;br /&gt;
* Contradictory statements in the GM&#039;s guide on how certain situations are supposed to be handled.&lt;br /&gt;
* Weak game balance: the Bard is by far the best class in the game, and the Ranger by far the worst.&lt;br /&gt;
* Very confusing wording: most notably, a &amp;quot;bonus action&amp;quot; is not actually an action, but a modification to an action. Likewise, the magical &amp;quot;instrument of the bards&amp;quot; can actually only provide a benefit to a single spell because it is the only one with a verbal component.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5th Edition| ]][[Category:Dungeons &amp;amp; Dragons|5th Edition]][[Category:Systems|D&amp;amp;D 5th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_4th_Edition&amp;diff=1102</id>
		<title>D&amp;D 4th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_4th_Edition&amp;diff=1102"/>
		<updated>2020-10-06T19:15:17Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = June 2008&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;4th edition&#039;&#039;&#039; of Dungeons &amp;amp; Dragons is one of the most coherent and designed editions of the game. It is also hugely controversial, as it made even more substantial changes to the underlying game rules than the previous edition, and was published a relatively short time (by D&amp;amp;D scale) after the revised 3rd Edition. The lead designer was Rob Heinsoo.&lt;br /&gt;
&lt;br /&gt;
4th Edition made the following changes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;All&#039;&#039; classes were moved to have abilities with limited usage, with only three usage rates: at will, per encounter, and per game day. This meant that martial characters also gained high powered abilities requiring resource management and wizards gained (or had expanded) the unlimited cantrips they gained in the previous edition.&lt;br /&gt;
* Saves were calculated based on the best modifier out of two ability scores rather than a single fixed one.&lt;br /&gt;
* A &amp;quot;level modifier&amp;quot; was added to all saves, giving a base constantly increasing bonus.&lt;br /&gt;
* &amp;quot;Saves&amp;quot; were replaced with &amp;quot;defenses&amp;quot;, so that all abilities were based on the attacker/user rolling and beating the target&#039;s static score. Saving throws were replaced with 50/50 rolls to determine the duration of effects.&lt;br /&gt;
* Fighters were given an actively defined role as a &amp;quot;tanking&amp;quot; class with specific abilities preventing enemies from bypassing them in combat.&lt;br /&gt;
* The Warlord class, a martial class with battlefield control and buffing abilities, was introduced. This was an extremely popular change amongst some players, as D&amp;amp;D previously had no rules-driven battlefield control abilities that were not represented as magic.&lt;br /&gt;
* Class &amp;quot;paths&amp;quot;, where a fundamental choice could be made within one&#039;s class, were introduced.&lt;br /&gt;
&lt;br /&gt;
== The Controversies ==&lt;br /&gt;
&lt;br /&gt;
=== Weeaboo Fightin&#039; Magic ===&lt;br /&gt;
&lt;br /&gt;
One of the more common complaints about 4th Edition was that it allowed martial characters degrees of control of the battlefield that had not existed in previous editions, and that this required greater abstraction of the combat. &lt;br /&gt;
&lt;br /&gt;
For example, the fighter ability &#039;&#039;Come and Get It&#039;&#039; allowed the fighter to pull enemies towards them on the battlefield. Critics argued that, taken literally, this was unreasonable as there is nothing a mundane human with a sword can do to require others to move towards them. Supporters argued that this was not intended to be taken literally, but instead represented the fighter moving around and intercepting opponents in the abstract &amp;quot;flurry of battle&amp;quot;, becoming a defining presence on the field. While it was always a presumption of D&amp;amp;D (and most tactical combat systems) that characters were not actually standing still and waiting for their turns to attack opponents with a single swing, these mechanics required imaginative visualisation in a way that D&amp;amp;D had not before, which was extremely unpopular with some players.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
* Martial and caster classes are correctly balanced for one of the first times in a D&amp;amp;D game.&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
* &#039;&#039;&#039;Monster Manual Math&#039;&#039;&#039;: most of the monsters in the original 4th Edition Monster Manual had math errors which could result in bad gameplay experiences. This was revised in later editions.&lt;br /&gt;
* [[Trap options]]: several character options were extremely weak and were not improved later on. The most common is that of the three &amp;quot;implements&amp;quot; a Wizard could choose, the Orb was ultimately most powerful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1101</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1101"/>
		<updated>2020-10-06T18:59:30Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]]. Their main designers were Monte Cook and Jonathan Tweet.&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
* [[Caster supremacy]] was considered to run rampant from this edition forward, due to it increasing the power of caster characters to make them more fun to play, but without giving any substantial balancing benefit to martial characters. In particular, the unlimited use of cantrips removed a significant limit for casters.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1100</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1100"/>
		<updated>2020-10-06T18:56:10Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]]. Their main designers were Monte Cook and Jonathan Tweet.&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
* [[Caster supremacy]] was considered to run rampant from this edition forward, due to it increasing the power of caster characters to make them more fun to play, but without giving any substantial balancing benefit to martial characters.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1099</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1099"/>
		<updated>2020-10-06T18:55:57Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]]. Their main designers were Monte Cook and Jonathan Tweet.&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
* [[Caster Supremacy]] was considered to run rampant from this edition forward, due to it increasing the power of caster characters to make them more fun to play, but without giving any substantial balancing benefit to martial characters.&lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1098</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1098"/>
		<updated>2020-10-06T18:54:27Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]]. Their main designers were Monte Cook and Jonathan Tweet.&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1097</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1097"/>
		<updated>2020-10-06T18:54:05Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]].&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Build&#039;&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;&#039;The Spiked Chain&#039;&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1096</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1096"/>
		<updated>2020-10-06T18:53:50Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]].&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* **The Build**: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* **The Spiked Chain**: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1095</id>
		<title>D&amp;D 3rd and 3.5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=D%26D_3rd_and_3.5th_Edition&amp;diff=1095"/>
		<updated>2020-10-06T18:53:32Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot;{{System Information Box | System Name = Dungeons &amp;amp; Dragons 4th Edition | Creators = Wizards of the Coast | Published = 2000 | Genres = Fantasy | Dice = d20, d12, d10, d8, d6,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System Information Box&lt;br /&gt;
| System Name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
| Creators = Wizards of the Coast&lt;br /&gt;
| Published = 2000&lt;br /&gt;
| Genres = Fantasy&lt;br /&gt;
| Dice = d20, d12, d10, d8, d6, d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3rd edition&#039;&#039;&#039;, and &amp;quot;Revised 3rd Edition&amp;quot; (commonly called 3.5e) of Dungeons &amp;amp; Dragons were the games that introduced the [[D20 System]], and the original keystone of the [[Open Game License]].&lt;br /&gt;
&lt;br /&gt;
The changes compared to the previous editions were massive, and included:&lt;br /&gt;
&lt;br /&gt;
* Standardising skill rolls;&lt;br /&gt;
* Changing to-hit rolls to be comparable to skill rolls;&lt;br /&gt;
* Introducing the attribute modifier system (which still remains standard in most D20 games)  ;&lt;br /&gt;
* Introducing Feats;&lt;br /&gt;
* Introducing Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
3.5s changes were relatively minor, some rebalancing the game, and some adding unnecessary complexity. In particular, 3.5e changed all game measurements from &amp;quot;feet&amp;quot; to &amp;quot;squares&amp;quot;, implying mandatory play using miniatures.&lt;br /&gt;
&lt;br /&gt;
3.5th Edition was also the basis on which [[Pathfinder 1st Edition]] was developed.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&lt;br /&gt;
* Substantially clearer and easier to learn and play than previous editions D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Build&#039;&#039;: D&amp;amp;D 3rd Edition marked the first stage at which it was beneficial to plan out your entire character at level 1 and merely fill out the character as they levelled. While doing so was not compulsory, not doing so would be a substantial disadvantage as many character options were extremely weak except in regard to later options they made available, often in a non-intuitive way.&lt;br /&gt;
* &#039;&#039;The Spiked Chain&#039;&#039;: in 3rd Edition, Spiked Chains had no minimum attack range, and could be used to create an overly powerful Fighter build based on tripping opponents and using attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
{{D20 Portal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 4th Edition| ]][[Category:Dungeons &amp;amp; Dragons|4th Edition]][[Category:Systems|D&amp;amp;D 4th Edition]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1094</id>
		<title>Template:D20 Portal</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1094"/>
		<updated>2020-10-06T18:45:38Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 75%; border: 1px solid #a2a9b1; background-image: linear-gradient(#ffffff, #f6f6f6); margin: auto; margin-bottom: 25px; margin-top: 25px; padding: 5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center; font-size: 110%; background: #a7d7f9;&amp;quot; | d20 systems&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 8px; padding-right: 8px; text-align: center;&amp;quot; | [[13th Age]] • Dungeons &amp;amp; Dragons ([[D&amp;amp;D 3rd and 3.5th Edition|3rd and 3.5 Edition]], [[D&amp;amp;D 4th Edition|4th Edition]], [[D&amp;amp;D 5th Edition|5th Edition]]) • [[Gamma World]] • [[Lancer]] • [[Mutants &amp;amp; Masterminds]] • Pathfinder ([[Pathfinder 1st Edition|1st Edition]], [[Pathfinder 2nd Edition|2nd Edition]]), [[Shadow of the Demon Lord]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|d20 Portal]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1093</id>
		<title>Template:D20 Portal</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Template:D20_Portal&amp;diff=1093"/>
		<updated>2020-10-06T18:45:07Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 75%; border: 1px solid #a2a9b1; background-image: linear-gradient(#ffffff, #f6f6f6); margin: auto; margin-bottom: 25px; margin-top: 25px; padding: 5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center; font-size: 110%; background: #a7d7f9;&amp;quot; | d20 systems&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 8px; padding-right: 8px; text-align: center;&amp;quot; | [[13th Age]] • Dungeons &amp;amp; Dragons ([[D&amp;amp;D 3rd and 3.5th Edition|3rd and 3.5 Edition]],[[D&amp;amp;D 4th Edition|4th Edition]],[[D&amp;amp;D 5th Edition|5th Edition]]) • [[Gamma World]] • [[Lancer]] • [[Mutants &amp;amp; Masterminds]] • Pathfinder ([[Pathfinder 1st Edition|1st Edition]], [[Pathfinder 2nd Edition|2nd Edition]]), [[Shadow of the Demon Lord]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|d20 Portal]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Big_List_of_Dice_Systems&amp;diff=1092</id>
		<title>Big List of Dice Systems</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Big_List_of_Dice_Systems&amp;diff=1092"/>
		<updated>2020-10-06T18:36:55Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
* Roll below a statistic.&lt;br /&gt;
** Single target.&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d6&amp;lt;/code&amp;gt; vs Stat-: Toon&lt;br /&gt;
*** &amp;lt;code&amp;gt;3d6&amp;lt;/code&amp;gt; vs Stat-: &#039;&#039;&#039;HERO System&#039;&#039;&#039;, &#039;&#039;&#039;GURPS&#039;&#039;&#039;, &#039;&#039;&#039;Tri-Stat&#039;&#039;&#039; (Big Eyes Small Mouth, Silver Age Sentinels..)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt; vs Stat-: Abandon All Hope&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt; vs Stat-: The Black Hack, D&amp;amp;D/AD&amp;amp;D (ability check), Paranoia XP/Troubleshooters&lt;br /&gt;
*** &amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt; vs Stat-: &#039;&#039;&#039;Basic Roleplaying&#039;&#039;&#039;, &#039;&#039;&#039;Call of Cthulhu&#039;&#039;&#039;, &#039;&#039;&#039;Eclipse Phase&#039;&#039;&#039;, D&amp;amp;D/AD&amp;amp;D (skill / thief ability check), Hackmaster (skill check), Legend&lt;br /&gt;
** Multiple target.&lt;br /&gt;
*** &amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt; vs Stats-: Unknown Armies &lt;br /&gt;
&lt;br /&gt;
* Roll total over a target number(s).&lt;br /&gt;
** Single target number.&lt;br /&gt;
*** &amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt; vs VTN: No Thank You, Evil (Simplified Cypher)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d6+?{Mod}&amp;lt;/code&amp;gt; vs FTN: Adventure Fantasy Game&lt;br /&gt;
*** &amp;lt;code&amp;gt;d6+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Ancient Odysseys, Kill Puppies for Satan, &#039;&#039;&#039;Gumshoe&#039;&#039;&#039; (Esoterrorists, Bubblegumshoe..) &lt;br /&gt;
*** &amp;lt;code&amp;gt;d6*?{Skill}&amp;lt;/code&amp;gt; vs VTN: Maid&lt;br /&gt;
*** &amp;lt;code&amp;gt;(d6+?{Mod})-(d6+?{Enemy})&amp;lt;/code&amp;gt;: Perfect&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d6+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Traveller&#039;&#039;&#039;, Meikyu Kingdom, Stars Without Number&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;WOIN&#039;&#039;&#039;, Judge Dredd (Worlds of 2000ad), Thirty, Song of Ice And Fire&lt;br /&gt;
*** &amp;lt;code&amp;gt;(?{Mod}-1)d6+d6!&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Open d6&#039;&#039;&#039;&lt;br /&gt;
*** &amp;lt;code&amp;gt;(?{Skill}+?{Bonus})d6kh?{Skill}&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;(?{Skill}+?{Penalty})d6kl?{Skill}&amp;lt;/code&amp;gt; vs VTN: Over The Edge 1st and 2nd&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Stat}d6kh1&amp;lt;/code&amp;gt; vs FTN: OcTane&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6!kh1&amp;lt;/code&amp;gt; vs VTN: Empire of Satanis, Brave New World&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6kh1&amp;lt;/code&amp;gt; vs &amp;lt;code&amp;gt;?{Enemy}d6kh1&amp;lt;/code&amp;gt;, kh more on ties: Sorcerer &lt;br /&gt;
*** &amp;lt;code&amp;gt;((1+?{Fortune|0})d6!kh1-d6!+?{Skill})&amp;lt;/code&amp;gt; vs VTN: CORPS, Nexus The Infinite City, Feng Shui&lt;br /&gt;
*** &amp;lt;code&amp;gt;d10+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Unisystem&#039;&#039;&#039; (All Flesh Must Be Eaten)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d10cf10cs1+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Ars Magica&lt;br /&gt;
*** &amp;lt;code&amp;gt;d10+?{Mod}&amp;lt;/code&amp;gt; vs &amp;lt;code&amp;gt;d10+?{Enemy}&amp;lt;/code&amp;gt;: Red Markets&lt;br /&gt;
*** &amp;lt;code&amp;gt;d10!+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Rune&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d10+?{Mod}&amp;lt;/code&amp;gt; vs VTN: SLA Industries, Unity&lt;br /&gt;
*** &amp;lt;code&amp;gt;d10*d10&amp;lt;/code&amp;gt; vs VTN: Cyborg Commando&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Level}d10kh1+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Wolsung&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Stat}d10!kh?{Skill}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;AEG&#039;&#039;&#039; (Legend of the 5 Rings, 7th Sea 1st) &lt;br /&gt;
*** &amp;lt;code&amp;gt;d12+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Cartoon Action Hour, Seven Leagues&lt;br /&gt;
*** &amp;lt;code&amp;gt;d12!+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Metal World&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d12+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Colonial Gothic&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Cypher Systems&#039;&#039;&#039; (Numenera, The Strange)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;d20 System&#039;&#039;&#039; (Dungeons &amp;amp; Dragons 3rd/4th, Pathfinder, etc..), &#039;&#039;&#039;Archmage Engine&#039;&#039;&#039; (13th Age), &#039;&#039;&#039;RIFTS&#039;&#039;&#039;, D&amp;amp;D/AD&amp;amp;D (saving throw), Godbound, Adventurer Conqueror King&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20+?{Mod}&amp;lt;/code&amp;gt; vs FTN: Knave&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20+?{Mod}&amp;lt;/code&amp;gt; vs FTNs: Talislanta&lt;br /&gt;
*** &amp;lt;code&amp;gt;(1+?{Advantage|0})d20kh1cs20cf1+?{Mod}&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;(1+?{Disadvantage|0})d20klcs20cf1+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Dungeons &amp;amp; Dragons 5th&#039;&#039;&#039;&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20+?{Boons}d6kh1-?{Banes}d6kh1+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Shadow of the Demon Lord&lt;br /&gt;
*** &amp;lt;code&amp;gt;d100+?{Mod}&amp;lt;/code&amp;gt; vs VTN: Synnibarr 3rd&lt;br /&gt;
*** &amp;lt;code&amp;gt;d100!&amp;gt;90cf&amp;lt;3&amp;lt;/code&amp;gt; vs VTN: Anima Beyond Fantasy&lt;br /&gt;
*** &amp;lt;code&amp;gt;4dF+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;FATE&#039;&#039;&#039; (Fate Core, Dresden Files, Spirit of the Century..)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d?{Mod}cf1&amp;lt;/code&amp;gt; vs VTN: Albedo&lt;br /&gt;
*** &amp;lt;code&amp;gt;d?{Mod}!&amp;lt;/code&amp;gt; vs VTN: Kids on Bikes&lt;br /&gt;
*** &amp;lt;code&amp;gt;{d?{Mod1},d?{Mod2}}kh1&amp;lt;/code&amp;gt; vs VTN: Agon&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d?{Mod2}!kh1&amp;lt;/code&amp;gt; vs VTN: Spellbound Kingdoms&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d?{Mod}!kh1+?{Mod2}&amp;lt;/code&amp;gt; vs FTN: &#039;&#039;&#039;Savage Worlds&#039;&#039;&#039;&lt;br /&gt;
*** XdYkh2 vs ZdAkh2: &#039;&#039;&#039;Cortex System&#039;&#039;&#039;, Firefly, Marvel Heroic&lt;br /&gt;
*** With single dice values significant:&lt;br /&gt;
**** &amp;lt;code&amp;gt;?{Mod1}d4cs4-${Enemy}d4cf4&amp;lt;/code&amp;gt;: My Life With Master&lt;br /&gt;
**** &amp;lt;code&amp;gt;2d6kh2cs4cf3&amp;lt;/code&amp;gt; with possible rerolls: Over the Edge 3rd&lt;br /&gt;
**** &amp;lt;code&amp;gt;3d6cs6+?{Mod}&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Fragged&#039;&#039;&#039; (Fragged Empire, Kingdom, Seas..)&lt;br /&gt;
**** &amp;lt;code&amp;gt;3d6m+?{Mod}&amp;lt;/code&amp;gt; vs VTN special doubles: Dragon Age&lt;br /&gt;
**** &amp;lt;code&amp;gt;?{Mod}d6m&amp;lt;/code&amp;gt; vs VTN special: OVA, Whispering Vault&lt;br /&gt;
**** &amp;lt;code&amp;gt;3d?{Mod1}+3d?{Mod2}+1d?{Mod3}cs4&amp;lt;/code&amp;gt; vs FTN: Overlight&lt;br /&gt;
**** &amp;lt;code&amp;gt;?{Mod1}d10kh1+?{Mod2}&amp;lt;/code&amp;gt; vs VTN: Double Cross&lt;br /&gt;
** Multiple target thresholds.&lt;br /&gt;
*** d6 / 2d6kh1 / 2d6kl1 vs VTNs: Strike!&lt;br /&gt;
*** &amp;lt;code&amp;gt;2d6+?{Mod}&amp;lt;/code&amp;gt; vs FTNs: &#039;&#039;&#039;Powered By The Apocalypse&#039;&#039;&#039; (Apocalypse World, Dungeon World, Masks, etc.), Magical Fury, HoL, World of Dungeons 1979&lt;br /&gt;
*** 2d6+ / 3d6kh2+ / 3d6kl2+ vs FTNs: PbtA with advantage/disadvantage (Legacy)&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6kh1&amp;lt;/code&amp;gt; vs FTNs: &#039;&#039;&#039;Forged In The Dark&#039;&#039;&#039; (Blades In The Dark, Scum &amp;amp; Villainy, etc.)&lt;br /&gt;
*** &amp;lt;code&amp;gt;d8+?{Mod}&amp;lt;/code&amp;gt; vs FTNs: Sparks of Light&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d10kh1&amp;lt;/code&amp;gt; vs FTNs: Spire&lt;br /&gt;
*** &amp;lt;code&amp;gt;d20+?{Mod} vs VTNs&amp;lt;/code&amp;gt;: Pathfinder 2nd Edition&lt;br /&gt;
&lt;br /&gt;
* Roll above or below a target.&lt;br /&gt;
** Xd6kn1 hi-lo: &#039;&#039;&#039;Lasers and Feelings&#039;&#039;&#039; &lt;br /&gt;
** Xd10+kn1 hi-lo: Trollbabe&lt;br /&gt;
&lt;br /&gt;
* Roll and count dice meeting a criterion. Note: Roll20 uses &amp;lt;4 to mean counting dice less than &#039;&#039;&#039;or equal to&#039;&#039;&#039; 4.&lt;br /&gt;
** Single dice pool.&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6&amp;gt;4&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Burning Wheel&#039;&#039;&#039; (Burning Empires), Torchbearer&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod}d6&amp;gt;5&amp;lt;/code&amp;gt; vs VTN: Aletheia&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d6&amp;gt;(5+?{Mod2})&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Shadowrun&#039;&#039;&#039;, &#039;&#039;&#039;Tiny d6&#039;&#039;&#039; (Tiny Dungeon, Frontier..), Paladin&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d6=?{ID}&amp;lt;/code&amp;gt;: The Farm&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d6&amp;lt;?{Mod2}&amp;lt;/code&amp;gt; vs VTN: Tenra Bansho Zero&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d6&amp;gt;4f&amp;lt;3&amp;lt;/code&amp;gt; vs VTN: Macho&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1-1}d6&amp;gt;3+d6!!cf1&amp;gt;3&amp;lt;/code&amp;gt; vs VTN: DC Heroes (equivalent with custom dice)&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d6cf6&amp;lt;?{Mod2}&amp;lt;/code&amp;gt;: Costume Fairy Adventures&lt;br /&gt;
*** Xd6 even vs VTN: A Faery&#039;s Tale&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d10&amp;gt;(7+?{Mod2})&amp;lt;/code&amp;gt; vs VTN: &#039;&#039;&#039;Old World of Darkness&#039;&#039;&#039; (Vampire, Werewolf, Mage, etc..)&lt;br /&gt;
*** &amp;lt;code&amp;gt;?{Mod1}d20&amp;gt;(15+?{Mod2})&amp;lt;/code&amp;gt; vs VTN: Eoris Essence&lt;br /&gt;
*** With single dice values significant:&lt;br /&gt;
**** &amp;lt;code&amp;gt;?{Mod1-1}d6&amp;gt;5+d6cf1&amp;gt;5&amp;lt;/code&amp;gt;: Paranoia Red Clearance/White Box&lt;br /&gt;
**** &amp;lt;code&amp;gt;2d20cs20&amp;lt;${Mod2}&amp;lt;/code&amp;gt;: &#039;&#039;&#039;Modiphius 2d20&#039;&#039;&#039; (Infinity)&lt;br /&gt;
**** d6+ &amp;gt;= each of 2d10 special match: Ironsworn&lt;br /&gt;
** Multiple significant dice pools.&lt;br /&gt;
*** Xd6+Yd6+Zd6 == 6: &#039;&#039;&#039;Modiphius d6&#039;&#039;&#039; (Forbidden Lands, Mutant Year Zero, Tales From The Loop..)&lt;br /&gt;
*** &amp;lt;code&amp;gt;(?{Discipline}+?{Exhaustion}+?{Madness})d6&amp;lt;3&amp;lt;/code&amp;gt; vs &amp;lt;code&amp;gt;?{Pain}d6&amp;lt;3&amp;lt;/code&amp;gt;: Don&#039;t Rest Your Head&lt;br /&gt;
*** Xd6+Yd6 &amp;gt;= 4: Mythender&lt;br /&gt;
** Custom dice.&lt;br /&gt;
*** Xdc12 + Xcd8 + Xcd6 vs Xcd12 + Xcd8 + Xcd6 == syms: &#039;&#039;&#039;Genesys&#039;&#039;&#039; (FFG Star Wars, Warhammer)&lt;br /&gt;
&lt;br /&gt;
* Roll and count sets of dice meeting a criterion.&lt;br /&gt;
** Xd10 form sets totalling 10+: 7th Sea 2nd&lt;br /&gt;
** Xd10 form matching sets: &#039;&#039;&#039;One Roll Engine&#039;&#039;&#039; (Godlike, Wild Talents, Reign), Hollowpoint, Legends of the Wulin&lt;br /&gt;
&lt;br /&gt;
* Other.&lt;br /&gt;
** Card based.&lt;br /&gt;
*** Draw French &amp;gt;= VTN: Retrocausality&lt;br /&gt;
*** Draw French, variable criteria: Pretty Fairy Princesses &lt;br /&gt;
*** Draw Tarot &amp;lt;= VTN: Fugue (Alas Vegas)&lt;br /&gt;
*** Draw art card and interpret: Everway&lt;br /&gt;
** Other-other.&lt;br /&gt;
*** Form chain from X dominoes: Noumenon&lt;br /&gt;
*** Draw X stones out of a bag: Mystic Empyrean&lt;br /&gt;
*** Pull X Jenga pieces: Dread&lt;br /&gt;
*** Beat the GM at physical exercise: LIFTS&lt;br /&gt;
&lt;br /&gt;
* Non-functional systems.&lt;br /&gt;
** &amp;lt;code&amp;gt;(3+?{Skill})d6&amp;lt;/code&amp;gt; odd/even vs Skill: House of Horiku (broken - inverted success chance)&lt;br /&gt;
** &amp;lt;code&amp;gt;d?{Mod1}+?{Mod2}&amp;lt;/code&amp;gt; vs VTN: Witch Girls Adventures (certain &amp;quot;level up&amp;quot; thresholds in mod calculation reduce chance)&lt;br /&gt;
&lt;br /&gt;
=== Reading Dice Specifications ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;d&amp;quot; indicates a dice roll, with the number of dice and the number of faces either side. 2d6 means 2 six-sided dice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;dF&amp;quot; means a FATE dice, with two blank sides, two &amp;quot;-1&amp;quot; sides and two &amp;quot;+1&amp;quot; sides.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;x&amp;quot; after a dice roll means an &#039;&#039;explosive&#039;&#039; dice roll, where the dice is rerolled and added if it rolls maximum.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;cd&amp;quot; indicates a roll of custom dice with the given number of dice and faces. The result of custom dice is normally not a number.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;kh&amp;quot; after a dice roll indicates &#039;&#039;&#039;k&#039;&#039;&#039;eep the &#039;&#039;&#039;h&#039;&#039;&#039;ighest given number of dice. For example, 3d6kh1 means &amp;quot;roll 3 six-sided dice and keep the highest 1&amp;quot;. &amp;quot;kl&amp;quot; indicates &amp;quot;keep lowest&amp;quot;. &amp;quot;kn&amp;quot; indicates &amp;quot;keep nearest&amp;quot; - keep the highest value that is below a given maximum.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;+&amp;quot; between dice specifications means the results are added together. &amp;quot;+&amp;quot; after a dice specification means static values are added to or subtracted from the result.&lt;br /&gt;
&lt;br /&gt;
X, Y, Z, A... all mean values calculated within the rules system. Xd6 means a variable calculated number of d6. dX means one dice of a variable calculated type.&lt;br /&gt;
&lt;br /&gt;
FTN and VTN mean &#039;&#039;&#039;F&#039;&#039;&#039;ixed, and &#039;&#039;&#039;V&#039;&#039;&#039;ariable, &#039;&#039;&#039;T&#039;&#039;&#039;arget &#039;&#039;&#039;N&#039;&#039;&#039;umber.&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=905</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=905"/>
		<updated>2019-07-30T23:39:26Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games. See &#039;&#039;Gamer Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they beileve the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gamer Damage&lt;br /&gt;
:A condition created by Ron Edwards allegedly caused by ernest attempts to create an actual story by playing &#039;&#039;Vampire&#039;&#039;. Symptoms apparently include inability to distinguish a story from its presentation; refusal to operate with dissociated mechanics; and not thinking that the complex conflict resolution mechanism in Sorcerer (by Ron Edwards) is brilliant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
;Magical Realm&lt;br /&gt;
:A setting, adventure, RPG system or system intended to allow a GM (usually) to inflict their bizarre fetishes on the players. Taken from an episode of the Gunshow webcomic which showed a GM having their players encounter an &amp;quot;enchanted piss forest&amp;quot;. Actual examples of Magical Realm works include &#039;&#039;Blood In The Chocolate&#039;&#039; (inflation), and &#039;&#039;Witch Girls Adventures&#039;&#039; (transformation/female dominance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:A game which claims to offer the PCs free reign to explore a setting but does so with so little prompting, direction, or clear interim goals that the PCs are left wandering in the void never knowing what they&#039;re supposed to do.  &lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Why_you_shouldn%27t_play_Dungeons_%26_Dragons_5th_Edition&amp;diff=904</id>
		<title>Why you shouldn&#039;t play Dungeons &amp; Dragons 5th Edition</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Why_you_shouldn%27t_play_Dungeons_%26_Dragons_5th_Edition&amp;diff=904"/>
		<updated>2019-07-28T18:20:26Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: Created page with &amp;quot; Well, ok. You don&amp;#039;t have to outright threaten to quit if that&amp;#039;s what everyone else wants to play. But at the same time, nobody should be playing D&amp;amp;D Fifth Edition by default,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Well, ok. You don&#039;t have to outright threaten to quit if that&#039;s what everyone else wants to play. But at the same time, nobody should be playing D&amp;amp;D Fifth Edition by default, or without even applying a selection prcoess. Here&#039;s why not.&lt;br /&gt;
&lt;br /&gt;
==== D&amp;amp;D 5e isn&#039;t well balanced. ====&lt;br /&gt;
The &#039;&#039;Bard&#039;&#039; is far too powerful. The &#039;&#039;Ranger&#039;&#039; is significantly weaker. The &#039;&#039;Champion Fighter&#039;&#039; is extremely boring in play. Although a DM can work around these, any time the DM spends working around these issues is time they could have spent making up awesome worlds and adventures in a system that didn&#039;t need workarounds.&lt;br /&gt;
&lt;br /&gt;
==== D&amp;amp;D 5e isn&#039;t well written. ====&lt;br /&gt;
Many terms in the system are confused, and many options that appear to be valid are not. Classic examples include:&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;bonus action&amp;quot; which is not, actually, an action; it cannot be taken at times when an action can be taken, but only as an modification to an existing action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== D&amp;amp;D 5e endorsed horrible people. ====&lt;br /&gt;
D&amp;amp;D 5e listed Zak Smith/Zak Sabbath as a consultant, who has been accused of multiple sexual harassment and rape [https://www.polygon.com/2019/2/20/18232181/dungeons-dragons-zak-smith-sabbath-abuse-accusations-players-handbook].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== D&amp;amp;D 5e applied a deeply cynical marketing and development strategy. ====&lt;br /&gt;
&#039;&#039;D&amp;amp;D Fourth Edition&#039;&#039; was a highly innovative system which actively attempted to address previous issues with the game and with the whole nature of RPGs. Not everybody liked it, but that is in the nature of innovation. &#039;&#039;D&amp;amp;D Third Edition&#039;&#039; was &#039;&#039;also&#039;&#039; highly innovative at the time it was released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;D&amp;amp;D Fifth Edition&#039;&#039; has only very small beneficial innovations compared to &#039;&#039;Third Edition&#039;&#039;, but also takes multiple steps backwards. Any issues with the Third Edition system were not addressed or developed in Fifth Edition, but simply &#039;&#039;removed&#039;&#039; from the system and left up to the judgment of the DM. At the same time, &#039;&#039;D&amp;amp;D Fifth Edition&#039;&#039; hsa had the lowest level of support from the publishing company of any edition, but the &#039;&#039;highest&#039;&#039; level of marketing support, especially with regard to the burgeoning podcast market. &lt;br /&gt;
&lt;br /&gt;
These make it quite apparent that Wizards Of The Coast now considered D&amp;amp;D so entrenched in the market that it does not need to be developed or improved on any more, and need only be maintained in order to retain that entrenchment. In other words, it&#039;s as if Microsoft had not developed or improved their operating system after Windows ME, but poured all their money into putting it fromt-and-centre in the market and squeezing out anyone with a lower budget or who applied that any part budget to innovation. This is potentially destructive to the whole industry. Playing D&amp;amp;D 5e as the &amp;quot;default&amp;quot; game is the purest endorsement of this strategy.&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=903</id>
		<title>Player categorizations</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=903"/>
		<updated>2019-07-28T17:59:31Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Player and game categorizations&#039;&#039; are a special case of terminology that is invoked in many different contexts.&lt;br /&gt;
&lt;br /&gt;
== Why player categorizations suck ==&lt;br /&gt;
&lt;br /&gt;
Many player categorizations are derived from categorizations of &#039;&#039;play experience&#039;&#039;, by assuming that for each type of play experience there is a category of player who enjoys it the most. This therefore feeds into the very negative assumption that these player categories should be used as the main method to balance play experience.&lt;br /&gt;
&lt;br /&gt;
This is invalid in itself. For example, sushi is a category of food that I enjoy very much. Alcthough I could be categorized as a &amp;quot;Sushi eater&amp;quot;, that category would not be exclusive, as I would be in many other categories too; nor can my enjoyment of a coming meal be calculated entirely by measuring the amount of sushi it contains. I could also be categorized as a &amp;quot;Hamburger eater&amp;quot;, but this does not mean I would enjoy a meal of sushi and hamburgers.&lt;br /&gt;
&lt;br /&gt;
== Known categorizations ==&lt;br /&gt;
&lt;br /&gt;
=== Blacow, 1980 ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Aspects of Adventure Gaming&#039;&#039;, Glen Blacow, in &#039;&#039;Different Worlds&#039;&#039; #10, October 1980)&lt;br /&gt;
&lt;br /&gt;
Blacow defined four categories based on game experience:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Power Gaming&#039;&#039;: playing characters with power, often defined within the system.&lt;br /&gt;
* &#039;&#039;Role-playing&#039;&#039;: acting based on the character&#039;s personality and speaking in-character.&lt;br /&gt;
* &#039;&#039;Wargaming&#039;&#039;: solving tactical problems in competition with the GM.&lt;br /&gt;
* &#039;&#039;Story Telling&#039;&#039;: interacting with an ongoing changing world independant of the characters (this definition is unusual but is the one Blacow used).&lt;br /&gt;
&lt;br /&gt;
=== Allston, 1988 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Champions: Strike Force&#039;&#039;, 1988, later appeared in &#039;&#039;Champions 4th Edition&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Allston defined a number of player categorizations with reference to superhero gaming.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Builder&#039;&#039;: player who focuses on changing the ongoing world.&lt;br /&gt;
* &#039;&#039;The Buddy&#039;&#039;: player who attends primarily to be with a friend.&lt;br /&gt;
* &#039;&#039;The Combat Monster&#039;&#039;: player who is highly focused on combat. (Context note: HERO system&#039;s rules are highly focussed on tactical combat.)&lt;br /&gt;
* &#039;&#039;The Copier&#039;&#039;: player who wants to play as a character from other media (Context note: this originally related especially to superheroes.)&lt;br /&gt;
* &#039;&#039;The Genre Fiend&#039;&#039;: player who wants play to follow genre tropes (again, in this context probably relevant to superheroes)&lt;br /&gt;
* &#039;&#039;The Mad Slasher&#039;&#039;: player who kills everything available without regard to sense. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Mad Thinker&#039;&#039;: player who seeks clever solutions to problems and puzzles.&lt;br /&gt;
* &#039;&#039;The Plumber&#039;&#039;: creates characters with involved backstories and wants to explore them within the game plot.&lt;br /&gt;
* &#039;&#039;The Romantic&#039;&#039;: focuses on relationships and interaction between characters.&lt;br /&gt;
* &#039;&#039;The Rules Rapist&#039;&#039;: player who aggressively uses the rules to gain as much power as possible. Although highly inappropriate, this is the term Allston used; some modern lists change it to &#039;&#039;Rules Sea Lawyer&#039;&#039;. (Context note: HERO system&#039;s rules were known to be highly min-maxable.)&lt;br /&gt;
* &#039;&#039;The Showoff&#039;&#039;: seeks spotlight time for their own character, potentially at the expense of others. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Pro From Dover&#039;&#039;: wants their character to be the best in the world at some particular thing.&lt;br /&gt;
* &#039;&#039;The Tragedian&#039;&#039;: wants their character to experience, and play out, suffering.&lt;br /&gt;
&lt;br /&gt;
=== GDS/GNS/Threefold Model (Kunher/Kim/Edwards?, 1999?) ===&lt;br /&gt;
&lt;br /&gt;
The GDS or GNS model first appeared on the Usenet group &#039;&#039;rec.games.frp.advocacy&#039;&#039;. It appeared in the FAQ for that group for the first time in 1999 and has since been adopted by multiple authors, most notably Ron Edwards. It identifies three categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Gamism&#039;&#039; which revolves around a gaming experience for the players at the table;&lt;br /&gt;
* &#039;&#039;Simulationism&#039;&#039; which is about maintaining a versimilitudinous fictional world;&lt;br /&gt;
* &#039;&#039;Narrativism&#039;&#039; which is about maintaining narrative properties and pace (originally called &#039;&#039;Dramatism&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Two categories were added later, although with less seriousness:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Illusionism&#039;&#039; in which the players are aware that they have no freedom to control the story but role-play to make the known events appears to fit one;&lt;br /&gt;
* &#039;&#039;Cheetoism&#039;&#039; which corresponds to the casual gamer; reduced interest in any of the others.&lt;br /&gt;
&lt;br /&gt;
Most original writings on the subject did not refer to these as player categorizations, but they were treated as such. They have been used as categorisations of systems, players, experiences, parts of players, agendas for GMs and players, and many things while remaining ill-defined; in addition, Edwards infamously referred to groups of players exposed to games which did not fit his model as &amp;quot;brain damaged&amp;quot; (although in later interviews he attempted to clarify this). As such this categorization is now widely considered to have collapsed into uselessness.&lt;br /&gt;
&lt;br /&gt;
=== Laws, 2002 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Robin&#039;s Laws of Good Game Mastering&#039;&#039;, Robin D. Laws, SJG 2002)&lt;br /&gt;
&lt;br /&gt;
Laws&#039; categories were published in his book on GMing, and are now probably the best known categories. He cited Blacow, but not Allston.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Power Gamer&#039;&#039;: seeks out power and plays to gain further power.&lt;br /&gt;
* &#039;&#039;The Butt Kicker&#039;&#039;: wants to fight, but does not necessarily seek the optimal character for doing so.&lt;br /&gt;
* &#039;&#039;The Specialist&#039;&#039;: regularly plays a single character type and wants to experience that type&#039;s &#039;cool thing&#039;. &lt;br /&gt;
* &#039;&#039;The Tactician&#039;&#039;: wants to apply problem solving to either active puzzles or tactical combat optimization.&lt;br /&gt;
* &#039;&#039;The Method Actor&#039;&#039;: wants to explore aspects of their character&#039;s personality.&lt;br /&gt;
* &#039;&#039;The Storyteller&#039;&#039;: wants the flow of events in the game to reflect properties of a good narrative, including pacing.&lt;br /&gt;
* &#039;&#039;The Casual Gamer&#039;&#039;: isn&#039;t that into the game and wants to hang out with the group.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Specialist&#039;&#039; here is especially problematic, as it implies that if a player does not play the same character type regularly, they do not care about that character&#039;s standard cool behaviour.&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=902</id>
		<title>Player categorizations</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=902"/>
		<updated>2019-07-28T17:58:32Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Player and game categorizations&#039;&#039; are a special case of terminology that is invoked in many different contexts.&lt;br /&gt;
&lt;br /&gt;
== Why player categorizations suck ==&lt;br /&gt;
&lt;br /&gt;
Many player categorizations are derived from categorizations of &#039;&#039;play experience&#039;&#039;, by assuming that for each type of play experience there is a category of player who enjoys it the most. This therefore feeds into the very negative assumption that these player categories should be used as the main method to balance play experience.&lt;br /&gt;
&lt;br /&gt;
This is invalid in itself. For example, sushi is a category of food that I enjoy very much. Alcthough I could be categorized as a &amp;quot;Sushi eater&amp;quot;, that category would not be exclusive, as I would be in many other categories too; nor can my enjoyment of a coming meal be calculated entirely by measuring the amount of sushi it contains. &lt;br /&gt;
&lt;br /&gt;
== Known categorizations ==&lt;br /&gt;
&lt;br /&gt;
=== Blacow, 1980 ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Aspects of Adventure Gaming&#039;&#039;, Glen Blacow, in &#039;&#039;Different Worlds&#039;&#039; #10, October 1980)&lt;br /&gt;
&lt;br /&gt;
Blacow defined four categories based on game experience:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Power Gaming&#039;&#039;: playing characters with power, often defined within the system.&lt;br /&gt;
* &#039;&#039;Role-playing&#039;&#039;: acting based on the character&#039;s personality and speaking in-character.&lt;br /&gt;
* &#039;&#039;Wargaming&#039;&#039;: solving tactical problems in competition with the GM.&lt;br /&gt;
* &#039;&#039;Story Telling&#039;&#039;: interacting with an ongoing changing world independant of the characters (this definition is unusual but is the one Blacow used).&lt;br /&gt;
&lt;br /&gt;
=== Allston, 1988 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Champions: Strike Force&#039;&#039;, 1988, later appeared in &#039;&#039;Champions 4th Edition&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Allston defined a number of player categorizations with reference to superhero gaming.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Builder&#039;&#039;: player who focuses on changing the ongoing world.&lt;br /&gt;
* &#039;&#039;The Buddy&#039;&#039;: player who attends primarily to be with a friend.&lt;br /&gt;
* &#039;&#039;The Combat Monster&#039;&#039;: player who is highly focused on combat. (Context note: HERO system&#039;s rules are highly focussed on tactical combat.)&lt;br /&gt;
* &#039;&#039;The Copier&#039;&#039;: player who wants to play as a character from other media (Context note: this originally related especially to superheroes.)&lt;br /&gt;
* &#039;&#039;The Genre Fiend&#039;&#039;: player who wants play to follow genre tropes (again, in this context probably relevant to superheroes)&lt;br /&gt;
* &#039;&#039;The Mad Slasher&#039;&#039;: player who kills everything available without regard to sense. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Mad Thinker&#039;&#039;: player who seeks clever solutions to problems and puzzles.&lt;br /&gt;
* &#039;&#039;The Plumber&#039;&#039;: creates characters with involved backstories and wants to explore them within the game plot.&lt;br /&gt;
* &#039;&#039;The Romantic&#039;&#039;: focuses on relationships and interaction between characters.&lt;br /&gt;
* &#039;&#039;The Rules Rapist&#039;&#039;: player who aggressively uses the rules to gain as much power as possible. Although highly inappropriate, this is the term Allston used; some modern lists change it to &#039;&#039;Rules Sea Lawyer&#039;&#039;. (Context note: HERO system&#039;s rules were known to be highly min-maxable.)&lt;br /&gt;
* &#039;&#039;The Showoff&#039;&#039;: seeks spotlight time for their own character, potentially at the expense of others. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Pro From Dover&#039;&#039;: wants their character to be the best in the world at some particular thing.&lt;br /&gt;
* &#039;&#039;The Tragedian&#039;&#039;: wants their character to experience, and play out, suffering.&lt;br /&gt;
&lt;br /&gt;
=== GDS/GNS/Threefold Model (Kunher/Kim/Edwards?, 1999?) ===&lt;br /&gt;
&lt;br /&gt;
The GDS or GNS model first appeared on the Usenet group &#039;&#039;rec.games.frp.advocacy&#039;&#039;. It appeared in the FAQ for that group for the first time in 1999 and has since been adopted by multiple authors, most notably Ron Edwards. It identifies three categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Gamism&#039;&#039; which revolves around a gaming experience for the players at the table;&lt;br /&gt;
* &#039;&#039;Simulationism&#039;&#039; which is about maintaining a versimilitudinous fictional world;&lt;br /&gt;
* &#039;&#039;Narrativism&#039;&#039; which is about maintaining narrative properties and pace (originally called &#039;&#039;Dramatism&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Two categories were added later, although with less seriousness:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Illusionism&#039;&#039; in which the players are aware that they have no freedom to control the story but role-play to make the known events appears to fit one;&lt;br /&gt;
* &#039;&#039;Cheetoism&#039;&#039; which corresponds to the casual gamer; reduced interest in any of the others.&lt;br /&gt;
&lt;br /&gt;
Most original writings on the subject did not refer to these as player categorizations, but they were treated as such. They have been used as categorisations of systems, players, experiences, parts of players, agendas for GMs and players, and many things while remaining ill-defined; in addition, Edwards infamously referred to groups of players exposed to games which did not fit his model as &amp;quot;brain damaged&amp;quot; (although in later interviews he attempted to clarify this). As such this categorization is now widely considered to have collapsed into uselessness.&lt;br /&gt;
&lt;br /&gt;
=== Laws, 2002 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Robin&#039;s Laws of Good Game Mastering&#039;&#039;, Robin D. Laws, SJG 2002)&lt;br /&gt;
&lt;br /&gt;
Laws&#039; categories were published in his book on GMing, and are now probably the best known categories. He cited Blacow, but not Allston.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Power Gamer&#039;&#039;: seeks out power and plays to gain further power.&lt;br /&gt;
* &#039;&#039;The Butt Kicker&#039;&#039;: wants to fight, but does not necessarily seek the optimal character for doing so.&lt;br /&gt;
* &#039;&#039;The Specialist&#039;&#039;: regularly plays a single character type and wants to experience that type&#039;s &#039;cool thing&#039;. &lt;br /&gt;
* &#039;&#039;The Tactician&#039;&#039;: wants to apply problem solving to either active puzzles or tactical combat optimization.&lt;br /&gt;
* &#039;&#039;The Method Actor&#039;&#039;: wants to explore aspects of their character&#039;s personality.&lt;br /&gt;
* &#039;&#039;The Storyteller&#039;&#039;: wants the flow of events in the game to reflect properties of a good narrative, including pacing.&lt;br /&gt;
* &#039;&#039;The Casual Gamer&#039;&#039;: isn&#039;t that into the game and wants to hang out with the group.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Specialist&#039;&#039; here is especially problematic, as it implies that if a player does not play the same character type regularly, they do not care about that character&#039;s standard cool behaviour.&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=901</id>
		<title>Player categorizations</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Player_categorizations&amp;diff=901"/>
		<updated>2019-07-28T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Player and game categorizations&#039;&#039; are a special case of terminology that is invoked in many different contexts.&lt;br /&gt;
&lt;br /&gt;
== Why player categorizations suck ==&lt;br /&gt;
&lt;br /&gt;
Many player categorizations are derived from categorizations of &#039;&#039;play experience&#039;&#039;, by assuming that for each type of play experience there is a category of player who enjoys it the most. This therefore feeds into the very negative assumption that these player categories should be used as the main method to balance play experience.&lt;br /&gt;
&lt;br /&gt;
This is invalid in itself. For example, sushi is a category of food that I enjoy very much, but I could not be exclusively categorised as a &amp;quot;Sushi eater&amp;quot;, nor can my enjoyment of a coming meal be calculated entirely by measuring the amount of sushi it contains. &lt;br /&gt;
&lt;br /&gt;
== Known categorizations ==&lt;br /&gt;
&lt;br /&gt;
=== Blacow, 1980 ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Aspects of Adventure Gaming&#039;&#039;, Glen Blacow, in &#039;&#039;Different Worlds&#039;&#039; #10, October 1980)&lt;br /&gt;
&lt;br /&gt;
Blacow defined four categories based on game experience:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Power Gaming&#039;&#039;: playing characters with power, often defined within the system.&lt;br /&gt;
* &#039;&#039;Role-playing&#039;&#039;: acting based on the character&#039;s personality and speaking in-character.&lt;br /&gt;
* &#039;&#039;Wargaming&#039;&#039;: solving tactical problems in competition with the GM.&lt;br /&gt;
* &#039;&#039;Story Telling&#039;&#039;: interacting with an ongoing changing world independant of the characters (this definition is unusual but is the one Blacow used).&lt;br /&gt;
&lt;br /&gt;
=== Allston, 1988 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Champions: Strike Force&#039;&#039;, 1988, later appeared in &#039;&#039;Champions 4th Edition&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Allston defined a number of player categorizations with reference to superhero gaming.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Builder&#039;&#039;: player who focuses on changing the ongoing world.&lt;br /&gt;
* &#039;&#039;The Buddy&#039;&#039;: player who attends primarily to be with a friend.&lt;br /&gt;
* &#039;&#039;The Combat Monster&#039;&#039;: player who is highly focused on combat. (Context note: HERO system&#039;s rules are highly focussed on tactical combat.)&lt;br /&gt;
* &#039;&#039;The Copier&#039;&#039;: player who wants to play as a character from other media (Context note: this originally related especially to superheroes.)&lt;br /&gt;
* &#039;&#039;The Genre Fiend&#039;&#039;: player who wants play to follow genre tropes (again, in this context probably relevant to superheroes)&lt;br /&gt;
* &#039;&#039;The Mad Slasher&#039;&#039;: player who kills everything available without regard to sense. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Mad Thinker&#039;&#039;: player who seeks clever solutions to problems and puzzles.&lt;br /&gt;
* &#039;&#039;The Plumber&#039;&#039;: creates characters with involved backstories and wants to explore them within the game plot.&lt;br /&gt;
* &#039;&#039;The Romantic&#039;&#039;: focuses on relationships and interaction between characters.&lt;br /&gt;
* &#039;&#039;The Rules Rapist&#039;&#039;: player who aggressively uses the rules to gain as much power as possible. Although highly inappropriate, this is the term Allston used; some modern lists change it to &#039;&#039;Rules Sea Lawyer&#039;&#039;. (Context note: HERO system&#039;s rules were known to be highly min-maxable.)&lt;br /&gt;
* &#039;&#039;The Showoff&#039;&#039;: seeks spotlight time for their own character, potentially at the expense of others. (This would normally be considered disruptive.)&lt;br /&gt;
* &#039;&#039;The Pro From Dover&#039;&#039;: wants their character to be the best in the world at some particular thing.&lt;br /&gt;
* &#039;&#039;The Tragedian&#039;&#039;: wants their character to experience, and play out, suffering.&lt;br /&gt;
&lt;br /&gt;
=== GDS/GNS/Threefold Model (Kunher/Kim/Edwards?, 1999?) ===&lt;br /&gt;
&lt;br /&gt;
The GDS or GNS model first appeared on the Usenet group &#039;&#039;rec.games.frp.advocacy&#039;&#039;. It appeared in the FAQ for that group for the first time in 1999 and has since been adopted by multiple authors, most notably Ron Edwards. It identifies three categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Gamism&#039;&#039; which revolves around a gaming experience for the players at the table;&lt;br /&gt;
* &#039;&#039;Simulationism&#039;&#039; which is about maintaining a versimilitudinous fictional world;&lt;br /&gt;
* &#039;&#039;Narrativism&#039;&#039; which is about maintaining narrative properties and pace (originally called &#039;&#039;Dramatism&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Two categories were added later, although with less seriousness:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Illusionism&#039;&#039; in which the players are aware that they have no freedom to control the story but role-play to make the known events appears to fit one;&lt;br /&gt;
* &#039;&#039;Cheetoism&#039;&#039; which corresponds to the casual gamer; reduced interest in any of the others.&lt;br /&gt;
&lt;br /&gt;
Most original writings on the subject did not refer to these as player categorizations, but they were treated as such. They have been used as categorisations of systems, players, experiences, parts of players, agendas for GMs and players, and many things while remaining ill-defined; in addition, Edwards infamously referred to groups of players exposed to games which did not fit his model as &amp;quot;brain damaged&amp;quot; (although in later interviews he attempted to clarify this). As such this categorization is now widely considered to have collapsed into uselessness.&lt;br /&gt;
&lt;br /&gt;
=== Laws, 2002 ===&lt;br /&gt;
&lt;br /&gt;
(in &#039;&#039;Robin&#039;s Laws of Good Game Mastering&#039;&#039;, Robin D. Laws, SJG 2002)&lt;br /&gt;
&lt;br /&gt;
Laws&#039; categories were published in his book on GMing, and are now probably the best known categories. He cited Blacow, but not Allston.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Power Gamer&#039;&#039;: seeks out power and plays to gain further power.&lt;br /&gt;
* &#039;&#039;The Butt Kicker&#039;&#039;: wants to fight, but does not necessarily seek the optimal character for doing so.&lt;br /&gt;
* &#039;&#039;The Specialist&#039;&#039;: regularly plays a single character type and wants to experience that type&#039;s &#039;cool thing&#039;. &lt;br /&gt;
* &#039;&#039;The Tactician&#039;&#039;: wants to apply problem solving to either active puzzles or tactical combat optimization.&lt;br /&gt;
* &#039;&#039;The Method Actor&#039;&#039;: wants to explore aspects of their character&#039;s personality.&lt;br /&gt;
* &#039;&#039;The Storyteller&#039;&#039;: wants the flow of events in the game to reflect properties of a good narrative, including pacing.&lt;br /&gt;
* &#039;&#039;The Casual Gamer&#039;&#039;: isn&#039;t that into the game and wants to hang out with the group.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Specialist&#039;&#039; here is especially problematic, as it implies that if a player does not play the same character type regularly, they do not care about that character&#039;s standard cool behaviour.&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=900</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=Help:Glossary&amp;diff=900"/>
		<updated>2019-07-28T17:53:16Z</updated>

		<summary type="html">&lt;p&gt;Hyphz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AtoZ}}&lt;br /&gt;
&lt;br /&gt;
== 0–9 ==&lt;br /&gt;
== A ==&lt;br /&gt;
;Action Economy&lt;br /&gt;
:The number of actions each PC or NPC gets during a combat or other time-sensitive event. Almost inevitably causes problems if the number of actions available to one character, or one side, is greater than the other. Typical problems include a weaker but faster character effectively being stronger than a strength-based character because they can attack twice in the same amount of time, or a boss monster which has no chance of winning against a group of PCs but is likely to utterly annihilate one of them with the one action it gets between the four/five actions from PCs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Adventure&lt;br /&gt;
: A brief story formed of connected plot points that can be played through within one or two sessions. You can obtain pre-written adventures for many role-playing game systems. A longer story, sometimes comprised of many adventures, is called a [[#C|campaign]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ameritrash&lt;br /&gt;
:Term for board games which follow &amp;quot;American&amp;quot; design princples: fancy boards, large numbers of miniatures, strong theming, integration of in-character and player actions, wargame-like movement of pieces, etc. Not necessarily a negative term.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;BECMI&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039;asic &#039;&#039;&#039;E&#039;&#039;&#039;xpert &#039;&#039;&#039;C&#039;&#039;&#039;ompanion &#039;&#039;&#039;M&#039;&#039;&#039;asters &#039;&#039;&#039;I&#039;&#039;&#039;mmortals, the five books in the original &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; set published in 1983. Also called &amp;quot;Red Box D&amp;amp;D&amp;quot; or &amp;quot;Mentzer D&amp;amp;D&amp;quot; after its authors. Frequently invoked by &#039;&#039;OSR&#039;&#039; fans as an example of a classic game; such fans usually forget that it had feats, weapon special moves, codified stronghold rules and several other features that are actively omitted from most OSR games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Brain Damage&lt;br /&gt;
:A tragic medical condition, and not something that should be invoked in regard to traditional games.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Campaign&lt;br /&gt;
:A long-term, overarching story that takes place over numerous sessions. Notoriously difficult to finish in a satisfactory manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;CCG&lt;br /&gt;
:Stands for &#039;&#039;&#039;C&#039;&#039;&#039;ollectible &#039;&#039;&#039;C&#039;&#039;&#039;ard &#039;&#039;&#039;G&#039;&#039;&#039;ame. Examples include &#039;&#039;Magic: The Gathering&#039;&#039;. CCGs are played using specially designed sets of cards that allow for specific strategies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character sheet&lt;br /&gt;
:One or more pieces of paper that covers the various details of a character, including their various ability scores, skills, combat statistics, backstory and so on. Digital character sheets, being paperless, are usually in plain text to make copy-pasting and updating much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class&lt;br /&gt;
:A class-based system divides up player character choices into specific, separate archetypes. A player&#039;s choice of character class quite often determines your combat abilities, skills and may impose other restrictions.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Darkspot&lt;br /&gt;
:The opposite of &amp;quot;a moment in the spotlight&amp;quot; - a moment when a character is weak, and has to deal with it. This may be a desirable part of the game or it may result in a frustrated and upset player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:Polyhedral objects used to generate random numbers, and used in most role-playing games. In most rulebooks they will be represented as &#039;&#039;&#039;d#&#039;&#039;&#039;, where # is the number of sides. Ergo twenty-sided dice are called d20s, eight-sided dice are called d8s, and so on. The one exception to this seems to be the d100, which is typically two ten-sided dice - one for the tens, one for the units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dissociated Mechanics&lt;br /&gt;
:Term popular in the OSR community (and with grognards) that refers to game mechanics which require the player&#039;s mindset to differ from what they beileve the PCs would be. Examples include collaborative worldbuilding (the character should experience the world, not design it), and mechanics requiring PCs not to striwe to avoid failure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon&lt;br /&gt;
:A location that contains both danger and reward for player characters. Though traditionally a subterranean structure, anything can be a dungeon: a laboratory, an office block, an abandoned spaceship, the fossilised intestines of some long-dead primordial god. As long as there is something worth venturing in for, and something in there protecting it, it can be considered a dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dungeon crawl&lt;br /&gt;
:A type of adventure where the [[#P|party]] has to navigate their way through a dungeon, avoiding or overcoming all obstacles in their way. Despite being fairly simplistic, they can still be enjoyable.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Eurogame&lt;br /&gt;
:Board game following &amp;quot;European&amp;quot; (or more particularly German) design principles: reduced components, relatively weak theming, limited connection of in-game and out-game actions or rulings, and short play time. &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;F&amp;amp;F&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;ATAL &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;F&#039;&#039;&#039;riends, the Traditional Games thread (or series of threads) containing RPG book reviews. Originally used for mocking bad RPGs, but later expanded to cover obscure but good ones and then all-purpose RPG reviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FitD&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039;orged &#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;D&#039;&#039;&#039;ark, a category for RPG systems based on the rules of John Harper&#039;s &#039;&#039;Blades in the Dark&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Forge Big Model&lt;br /&gt;
:&amp;quot;Techniques: Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space... A given Technique is composed of a group of Ephemera which are employed together.&amp;quot; If you believe that the previous sentences are a good and helpful way to discuss RPGs, then the Forge Big Model is for you. It probably isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Goon&lt;br /&gt;
:A regular on the Something Awful forums, or at least someone who&#039;s paid their $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GM&lt;br /&gt;
:Short for &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;M&#039;&#039;&#039;aster, the person who acts as moderator and facilitator for a role-playing game. Their job is usually to apply the rules, to make rulings and judgments when necessary, and to play the NPCs. They may also create the scenario or world that the game takes place in. Can have different names in different systems, such as Dungeon Master, Storyteller, Narrator, and Mister Cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
:A GM&#039;s player character. The ideal GMPC rounds out an undersized party, providing a non-crucial role that does not steal the spotlight, and will bow out if the roster becomes full. Not every GMPC is an ideal one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039;amism &#039;&#039;&#039;N&#039;&#039;&#039;arrativism &#039;&#039;&#039;S&#039;&#039;&#039;imulationism. A categorization for either players or gaming experience that was championed by Ron Edwards but in fact goes right back to rec.games.frp.advocacy on USENET. After 20+ years of unrestricted Internet debate, there are now so many misunderstandings, forked discussions, and confused definitions that it&#039;s been diluted into uselessness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grognard&lt;br /&gt;
:Derived from the French for &amp;quot;grumbler&amp;quot;, but usually pronounced with a hard G in a tabletop context. Once used by wargamers to refer to themselves, after the informal nickname for the veteran soldiers of Napoleon&#039;s army. Now has come to mean general tabletop gamers who are often socially regressive and unpleasant to be around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygax&lt;br /&gt;
:Ernest Gary Gygax, one of the creators of the original D&amp;amp;D, and arguably one of the initial founders of the hobby. Has become something like a saintly figure among certain gamers, who trust that they know exactly what &amp;quot;Gary would have wanted&amp;quot; which is only by pure coincidence exactly what they themselves want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gygaxian naturalism&lt;br /&gt;
:The idea that you can build an ecology out of unnatural monsters inhabiting abandoned ruins. Rather than making an &#039;&#039;actual&#039;&#039; ecology with a food chain and so forth, it&#039;s mostly used as an excuse to invent new monsters to punish players for wanting to have fun.&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inn&lt;br /&gt;
:Where most adventures begin. Staffed by a gruff innkeeper and some serving wenches, none of whom can move for the sheer number of mysterious strangers sitting in shadowy corners all over the place, waiting around for someone to approach them so they can begin handing out directions to the nearest [[#D|dungeon]].&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
&lt;br /&gt;
;Johnson&lt;br /&gt;
:The Shadowrun term for the corporate contacts who hire the player characters for less-than-legal jobs, often styled as Mr. Johnson. A forgettable face in an unremarkable suit, with no ties to the corporation who would benefit the most from this job. Plausible deniability is every Johnson&#039;s byword.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; Miniature&lt;br /&gt;
: Often abbreviated to &amp;quot;mini&amp;quot;. A small model of a character, creature or vehicle. They are typically made from plastic or pewter, and can either come painted or unpainted. Some wargames involve painting and putting together miniatures that go on to become your army, making it as much of an artistic hobby as a nerdy one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;NPC&lt;br /&gt;
:A non-player character, as opposed to a [[#P|PC]] or player character. NPCs are controlled by the [[#G|GM]] (but are not GMPCs) and can be anything from a horrible monster to a helpful ally.&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
;OGL&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;G&#039;&#039;&#039;ame &#039;&#039;&#039;L&#039;&#039;&#039;icense, an experiment by &#039;&#039;Wizards of the Coast&#039;&#039; in which companies were allowed unlimited use of the rules system from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition with the exception of a small number of rules and details. Led to the creation of &#039;&#039;Pathfinder&#039;&#039; as a spin-off from that edition of D&amp;amp;D. Introduced by WotC manager Ryan Dancey, who curiously went to work for the publishers of Pathfinder shortly after introducing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;OSR&lt;br /&gt;
:The &#039;&#039;&#039;O&#039;&#039;&#039;ld &#039;&#039;&#039;S&#039;&#039;&#039;chool &#039;&#039;&#039;R&#039;&#039;&#039;ules. Or possibly &#039;&#039;&#039;R&#039;&#039;&#039;enaissance. &#039;&#039;&#039;R&#039;&#039;&#039;evival? &#039;&#039;&#039;R&#039;&#039;&#039;enewal? Despite having an acronym that nobody can quite agree on what it stands for, the OSR manages to share the belief that tabletop game design peaked around 1980 at the latest. Attracts a lot of [[#G|grognards]] and other undesirable types, including several actual fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Owlbear&lt;br /&gt;
: Owl up front, bear in the back, all business.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
:A group of player characters, usually working together toward a common goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PbtA&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;owered &#039;&#039;&#039;B&#039;&#039;&#039;y &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;A&#039;&#039;&#039;pocalypse, a category for RPG systems based on the rules of Vincent Baker&#039;s RPG &#039;&#039;Apocalypse World&#039;&#039;. Baker allows the term to be used by any game that drew any amount of inspiration, however small, from &#039;&#039;Apocalypse World&#039;&#039;; so there is substantial variation even within games in this category. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;PC&lt;br /&gt;
:A player character, as opposed to an [[#N|NPC]] or non-player character. Their actions are controlled by one of the players in the game. Usually each player gets only a single PC, but this is not true for all systems.&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
;Quicksandbox&lt;br /&gt;
:A game which claims to offer the PCs free reign to explore a setting but does so with so little prompting, direction, or clear interim goals that the PCs are left wandering in the void never knowing what they&#039;re supposed to do.  &lt;br /&gt;
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== R ==&lt;br /&gt;
;Railroad&lt;br /&gt;
:A form of campaign or adventure in which the PCs have no effective choice of action at the narrative level; PC choices are typically restricted to problem solving or combat tactics. Called the &#039;&#039;Episodic&#039;&#039; structure by Laws. The typical Railroad adventure is guarding a transport of some kind (ironically usually not a train); the PCs can choose how to fight off or pass hazards as they appear, but cannot choose the transport&#039;s route nor leave it.&lt;br /&gt;
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&lt;br /&gt;
;Railroading&lt;br /&gt;
:A notoriously subjective term that refers to the GM managing circumstances or events to push the PCs into a single course of action, although usually only applied in cases where this is negative (it is not railroading for the GM to describe a burning building with the expectation that the PCs flee, for example). Typical examples of problematic railroading are:&lt;br /&gt;
* the combination of events and circumstances is unreasonable (the PCs are walking along a road through a nearly featureless plain, they decide to depart from the road and explore and a Tyrannosaurus Rex appears and chases them back onto the road - an example from Jonny Nexus)&lt;br /&gt;
* the course of action is one that is obvously unreasonable (a &#039;&#039;Traveller&#039;&#039; scenario left the PCs with no money and searching for a job, but expected that the PCs would choose to apply to a job ad that was obviously a scam and would get them kidnapped, even when a handout was provided showing several other reasonable jobs too)&lt;br /&gt;
* the constraint on action is substantial compared to the campaign premise (a &#039;&#039;Star Trek&#039;&#039; campaign that begins with the ship&#039;s reactor immediately failing and the ship having to land on a nearby planet to search for dilithium crystals, thus forcing the focus from space exploration to a single planet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Road to Rome / Romeroading&lt;br /&gt;
:A form of campaign or adventure in which a set number of scenes are prearranged to occur; the PCs can choose how they pass between them, but not prevent them from happening. Called the &#039;&#039;Set-Piece&#039;&#039; structure by Laws. For example, the players may be given their own choice as to how to investigate the hidden cult in town, but however they choose to do so, they will eventually confront the cult leader in their hidden chapel; and they will always arrive just before their ritual is due to complete, no matter how long they took. Can be much more acceptable than &#039;&#039;Railroading&#039;&#039;, but can be frustrating if mismanaged. &lt;br /&gt;
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&lt;br /&gt;
;RPG&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039;ole-&#039;&#039;&#039;P&#039;&#039;&#039;laying &#039;&#039;&#039;G&#039;&#039;&#039;ame.&lt;br /&gt;
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== S ==&lt;br /&gt;
;SA&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;omething &#039;&#039;&#039;A&#039;&#039;&#039;wful, the forum that brought us all here.&lt;br /&gt;
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&lt;br /&gt;
;SOP&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039;tandard &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;P&#039;&#039;&#039;rocedure; a task carried out so often and so predictably by PCs that it no longer needs to be described at the table. A typical issue with &#039;&#039;&#039;OSR&#039;&#039;&#039; games in which players are often expected to describe every step of searching a hazardous dungeon; while announcing that your PC is poking every tile ahead with a 10&#039; wooden pole to check for pits and hammering spikes into door hinges to prevent the doors closing behind them might provide exciting immersion for the first few games, it becomes rather tedious on the twentieth dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splat&lt;br /&gt;
:A trait of a character that is chosen from a fixed list; or, more specifically, a character&#039;s membership in a group that defines their identity and capabilities. Different from a [[#C|Class]] in that a Splat is typically also an actual social organization to which the PC belongs, for example a clan of vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Splatbook&lt;br /&gt;
:A supplementary book for a role-playing game, most often covering one particular subject. Their contents can vary in terms of quality &#039;&#039;and&#039;&#039; quantity. Too many splatbooks for one system can turn the game unstable. Came from White Wolf and their tendency to publish &amp;quot;kithbooks&amp;quot;, &amp;quot;clanbooks&amp;quot;, &amp;quot;tribebooks&amp;quot;, etc, which were together referred to as &amp;quot;splatbooks&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
;Story&lt;br /&gt;
:The sequence of events that are played out during an RPG. &#039;&#039;Not&#039;&#039; necessarily written in advance to any particular extent. The original and nature of stories in RPGs is a topic of constant circular argument between fans of different playstyles.&lt;br /&gt;
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&lt;br /&gt;
;Story Now&lt;br /&gt;
:Like &#039;&#039;&#039;GNS&#039;&#039;&#039;, a term heavily diluted via decades of Internet debate. In its original meaning, it meant that the players should start a campaign capable enough to be the main characters of stories, rather than having to level up to that point. In its second meaning, it meant that the story should be written during play, not before or after. In its third meaning, it&#039;s the name of Ron Edwards&#039; game system for &#039;&#039;Spione&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Storygame&lt;br /&gt;
:An RPG that focusses on producing a pleasing narrative as the result of play, and requires players to play with this goal in mind, rather than assuming they will play their characters to win. Sometimes used as an insult by [[#G|Grognards]].&lt;br /&gt;
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== T ==&lt;br /&gt;
&lt;br /&gt;
;TG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;raditional &#039;&#039;&#039;G&#039;&#039;&#039;ames, the Something Awful subforum for board games, wargames and RPGs.&lt;br /&gt;
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&lt;br /&gt;
;TRPG / TTRPG&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039;abletop, or possibly &#039;&#039;&#039;T&#039;&#039;&#039;actical or &#039;&#039;&#039;T&#039;&#039;&#039;able &#039;&#039;&#039;T&#039;&#039;&#039;alk, Role Playing Game. Usually used to distinguish tabletop based RPGs from purely computer-based ones such as &#039;&#039;Baldur&#039;s Gate&#039;&#039;. Just to keep everyone confused, some groups prefer to use RPG to mean only TRPGs, and CRPG to mean computer-based ones.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;World&#039;s Most Popular Roleplaying Game&lt;br /&gt;
:A euphemistic reference to &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;(tm) used on third-party books to avoid mentioning the trademarked name. Most books are careful not to refer to it as the world&#039;s &#039;&#039;best&#039;&#039; roleplaying game.&lt;br /&gt;
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== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Glossary]]&lt;/div&gt;</summary>
		<author><name>Hyphz</name></author>
	</entry>
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