A TTRPG Glossary

 

 

Feast at the Yawning Portal by Dopaprime

"Feast at the Yawning Portal" by Dopaprime (resized) is licensed under CC BY-NC-ND 3.0

 

Common Acronyms & Terms

Every game system has its own terminology, and many expressions and acronyms commonly used by roleplayers aren't covered in official gaming materials. Some are shared with video games, but not all. For these reasons, I'll briefly define some common ones here.

Adventure

This is a particular story that characters experience during play. It's made up of a series of events that may be planned a little, a lot, or not at all in advance.

Beer and Pretzels

This refers to a style of play in which social interaction is the primary avenue of enjoyment and gameplay isn't taken too seriously. More interruptions are to be expected as members discuss other matters, make jokes, and have a good time outside of the fictional story.

Wine and cheese games are on the opposite end of the spectrum: being in-character and developing the story are paramount and disruptions are minimized. Meat and potatoes games fall between these extremes. These terms are used more rarely than beer and pretzels, however.

Book Acronyms

Gamers often abbreviate the titles of game manuals when writing about them online. For instance, the Book of Mighty Heroes would probably be shortened to BoMH. Those who are familiar with a game line likely have an easy time figuring out the acronyms for its books and recalling them later. Those who aren't familiar with the game may quickly feel lost. You can probably discover what an acronym means by adding it to the game's name in a search (for instance: BoMH Super Sky Pirates). If that doesn't work, it's generally acceptable to ask wherever they appear.

Campaign

A series of stories that are related to each other and played over multiple sessions is called a campaign. Usually, a campaign will be centered on a group of player characters and follow their antics, and a director will design encounters to challenge them but allow them to advance over time. This style of play calls for continuity, as previous events still matter, and cohesion, since the same characters are expected to work together for a while.

Canon

This refers to the lore for a setting, which consists of characters and events used in official game products. These elements are referred to in various works, creating continuity and history. Official materials are often written with the assumption that they exist but gamers can choose whether or not to incorporate them in their own campaigns.

Some roleplayers believe that the canon should not be changed or cut, or that they should only be adjusted in small ways. Others use what they like from the canon and change the rest to suit their tastes. Some dismiss the canon altogether. Game writers may directly encourage roleplayers to do what they like with the details but disagreements can occur anyway. Feelings about the canon - or changes to it - are a matter of personal taste and can lead to heated disagreements.

Crunch

This refers to rules systems with depth and breadth. The "crunchier" the game, the more rules there are and the more intricate they tend to be.

Core Books

These are roleplaying books that contain basic guidelines for character creation and advancement, running scenarios, and crafting adversaries. In some game lines, there's a main book that everyone needs (often called a player's manual) and one or more books that directors require for guidelines on running. These tend to be longer and more costly than many supplement books, but they're also essential to run sessions or play characters.

Crit

This is short for "critical hit" - a rare result on a challenge that's favorable. In some systems, rolling very high calls for benefits or automatic success, even in the face of nearly impossible odds.

d_

This designates how many sides a die has. Common gaming dice have four, six, eight, ten, twelve, or twenty sides. Gamers will generally follow the letter "D" with the number of sides, such as referring to a six-sided die as a d6.

DC / TN

A "Difficulty Class" or "Target Number" is a number that must be met or exceeded to succeed on a challenge. This is usually done by adding bonuses to a randomly generated result.

Degree of Success

In many games, players don't just pass or fail their rolls. Instead, there are degrees of success at different thresholds. Exceeding a target number leads to a bonus, in addition to succeeding at the task. Falling a little short of a TN means you do most of what you wanted but endure a minor setback. Falling far short still allows you to accomplish some of your action but with major complications. Complete failure at a task only occurs when you roll a zero, and you also deal with major complications. In these games, the director will usually decide the finer details on the spot, using what makes sense for current conditions.

DTRPG

DriveThruRPG is an expansive online platform for publishing tabletop RPGs. It offers digital files, print-on-demand services for some titles, and new releases as well as classic content.

Edition / Ed. / _E

Some games have gone through major updates and been republished over time. This is done in editions and represents significant changes to the rules system. Along the way, settings may be updated and moved forward in their canon timelines. Later editions often have more attractive layouts and higher-quality artwork, as well as material that reflects recent trends.

The first time a game is published, it's simply referred to by its title. Once a second edition is made, the first version becomes known as the first edition. This may be abbreviated: "1st ed." or "1E." Some games have third, fourth, and even later editions. Many gamers prefer a specific edition of a game over others, and arguments about which edition of a game is superior can begin quickly.

Exp / XP

This stands for "experience points," which are points awarded for overcoming challenges or achieving milestones in many roleplaying games. In some games, these points are spent to improve character stats; in other games, a certain number of experience points are needed to reach a new level and earn improvements to stats.

Fluff

This refers to just about everything in a game that isn't crunch (rules): fictional interludes, lore, and descriptions. Fluff can (and ideally should) reflect the rules but doesn't affect how they work.

Gamer

A person who plays games can be called a gamer or may refer to themself that way. The term doesn't reflect the type of game or the role someone takes in it, though they can specify what they enjoy most ("I'm a video gamer" or "I'm a tabletop gamer"). Applying the term to yourself often implies that you identify with the hobby.

Some insist that additional criteria must be met to be a "real gamer," such as playing certain kinds of games, spending a significant time playing, and/or gaining a high level of proficiency with the mechanics of a game. This is often regarded as rude behavior since many definitions exist and what one identifies with is personal and significant to them.

Grognard

This term usually refers to older gamers who stick with older games and decry or dismiss newer ones. This may also be used when gamers complain about more recent trends in the hobby and prefer previous norms. Some gamers self-identify as grognards proudly; others have this term applied to them, usually in a negative way.

Heartbreaker

A game product or line that promises new and exciting developments but disappoints is called a "heartbreaker." This is also applied to crowdfunded games that seemed like they were going to be incredible but were never delivered.

Homebrew

Materials that are created for use in an RPG by users rather than game designers are commonly referred to as "homebrew" or "homebrewed." Mechanics, character options (like spells), objects, and settings are some commonly homebrewed materials.

Directors are primary sources for homebrew, since they often decide which material is allowed when they run. Players, however, may also homebrew options for their characters and ask for permission to use them. Not all directors or game groups find homebrew acceptable for use in their games, however. Many expect these options to be poorly executed and/or don't want to deal with the risks of playtesting them.

House Rule

A house rule is created or approved by the director for use by the group, but it isn't in the official materials. House rules may govern situations that rulebooks haven't covered or expanded upon. They may also alter existing rules or procedures based on philosophical differences or the tastes of the group.

House rules are sometimes causes for concern, since they can easily be over or under-powered. While many games have some, the more they use, the harder it can be to keep track of them and their effects on play. For these reasons, many directors are wary of how many and which types of house rules they approve. Those who refuse to allow any house rules are said to run the rules as written (RAW).

IC

This stands for "in character." When a player portrays their character, they're expected to consider their character's point of view and act in a way that makes sense for that type of person in those circumstances. Time spent IC is spent interacting with fictional characters and scenes, though some out-of-character jokes or observations may happen. It's considered good form to avoid using knowledge your character would not reasonably have.

Some players use first-person pronouns when declaring their actions ("I sneak up on the guard"); others opt for third-person pronouns instead ("She sneaks up on the guard"); and some bounce between them. Players may alter their vocal patterns or pitch to sound more like their character would while others don't. Either way, verbal and written markers help everyone to distinguish when a player is speaking on their character's behalf or their own.

Improv

When a director comes up with material on the spot instead of preparing themselves in advance, it's called "improv." Some amount of improv is necessary for all directors because unexpected situations will arise during play, and they'll be expected to figure out ways to move forward. The degree that a director relies on improv is largely a personal preference and matter of comfort.

Itch

Itch.io is a site that publishes many kinds of games by independent creators, including tabletop RPGs.

LFG

This stands for "Looking for Game/Group" and is common on posts people make online when they're seeking a game to join.

Metagaming

This term refers to when a player uses knowledge their character doesn't have - and wouldn't logically be able to access - during play. This is almost always done to give the character an advantage they don't possess. It can be done accidentally, especially when players have extensive experience with the game and lose track of what their current characters know. It's generally regarded as undesirable and a flashpoint for arguments.

Min-Maxing

This happens when a player creates a character and focuses intensely on a particular ability, attribute, and/or skill, leaving few points for anything else. This controversial strategy means characters can only do a few things well and skew a group's threat level. This can lead to encounters in which the min-maxed character overcomes enemies far too easily or loses all effectiveness when their main method doesn't work. While some groups find this a perfectly acceptable strategy and allow its use, others do not.

Module

A module is a published story divided up into various scenes and challenges. It will likely include some flavor text to establish scenes, stats for key NPCs and foes, and an outline the director can follow to guide players toward an ending. While some outcomes are explored, many others may be possible.

Many modules are written and sold by experienced game directors and designers, and most use particular rulesets. They tend to be aimed at player characters of a certain power level and can vary in length and complexity. Some are a few pages; others are full tomes.

Modules offer directors a way to learn how to run a game or save time prepping sessions. They're usually read and then adjusted by the director to suit their group's needs and tastes. Disagreements are likely if a director doesn't tailor the experience and forces players along a single track (see railroading).

Murderhobo(s)

When characters resort to violence quickly and often, even when circumstances are peaceful, they're called murderhobos. Players of these characters will often insist their characters have done nothing wrong by attacking first and don't care about the consequences of their actions, for their own characters or the rest of the party.

This can be especially troubling in games with morality and honor systems and when their actions disturb other players. It's also a major point of contention when the director and one or more players want a more varied experience during sessions that are cut off by aggressive actions.

NPC

This acronym stands for "non-player character." A non-player character is any character that isn't created and handled by the players. Directors take charge of all NPCs and offer them as allies, villains, background people - anyone in the world that isn't a player character.

OOC

This stands for "out of character." There are times when players set aside speaking as their characters. Rules discussions, strategizing, and other exchanges take place out of character, between the players involved. These moments are not considered part of the fictional story and what's said isn't taken as in-character dialogue.

One-Shot

A roleplaying scenario that's meant to be started, explored, and resolved in a single session is called a "one shot." While it may take longer, depending on the group, this type of story is designed to run for a few hours. One-shots can offer variety, a break from long campaigns, and easy play during conventions.

OSR

This stands for "Old School Renaissance/Revival" and refers to appreciation for RPGs of the 70s and 80s and playing them now.

PC

A PC is a player character - in other words, a character that a player has created and uses as their avatar in fictional settings. A PC is usually portrayed and updated only by its creator, though some groups make exceptions, such as when a player is absent or not yet proficient with a game system.

PbP / PbM

Play-by-post refers to roleplaying by writing messages that are sent back and forth, usually on forums but also via shared cloud documents and other methods. Play-by-email is also practiced, though it may be less common now.

Prep

When a director develops characters, settings, items, plots, and other elements before they're used in a game session, it's called "prep" or "prepping." Some directors regularly spend extensive amounts of time prepping between sessions. Others prep less intensively but still spend some time gathering notes between sessions. Some directors don't prep at all, preferring to improv instead. Whether - and how much - a director preps depends on their preferences and needs.

Railroading

When directors force players to follow a certain path and keep them from deviating or affecting much, it's called railroading. This can also include attempts to punish characters with penalties, combat, and other negative experiences when players try to do something else that isn't scripted. If a director is running a module or a story arc they developed, a small amount of railroading may be necessary to ensure players access the story.

RAW

This refers to a game's guidelines for play as they're presented in official published materials. It usually comes up when gamers are discussing personal preferences: some closely follow established rules while others prefer creative interpretations or coming up with their own.

Roll-Under

Games with roll-under systems require players to roll under a target number to succeed. This is contrary to most systems, which ask players to roll at or above a threshold.

Rule 0

This is an informal rule in the hobby which states that the director has the final say on interpreting the rules when they're running, even if they contradict what's published in game manuals.

Rules Lawyer

A rules lawyer is a person who has largely memorized the rules and insists on their own strict interpretation of them, often to their own advantage. Some rules lawyers argue with their directors and hold up sessions; that's usually when they're called rules lawyers. It isn't usually considered a good thing to call someone but may be embraced by some players.

Session

A game session happens when gamers meet and play for an expected amount of time. This can be as brief as a couple of hours or as long as a day, depending on the norms of the group. In-character time is usually interspersed with breaks for food or other needs and out-of-character rules discussions.

Session 0

This meeting occurs before a campaign to establish many foundational aspects, such as expectations, scheduling, and house rules. Directors may ask players what they would like to play next or pitch one or more ideas for campaigns that they would like to try. If things progress quickly, it may include character creation. If not, it may take more than one meeting.

Solo Play/RPG

Most commonly, this refers to games in which a single player relies on published directions to progress in a story on their own, usually through writing it out. A GM Emulator will guide the player through methods to generate stories and introduce randomness.

Every now and then, someone may refer to a game with one director and one player as "solo" play, but this use of the term seems to be rare now.

Supplement Books

Books which provide additional material for a game, from optional rules to special settings, and supplements to core books. They aren't needed to play the basic game but can expand it in new and engaging directions and may be required to portray certain settings.

Stats

In roleplaying games, stats refer to numerical values which show what a character is capable of. This can mean basic attributes, like physical strength, or learned skills, like medical knowledge. These numbers fall on a spectrum from the greatest possible facility to having no ability at all.

TPK

This is short for "Total Party Kill," when no player characters survive a scene. It usually occurs during combat when a party is overwhelmed but can also occur against environmental hazards, as well. If there is no plausible way for the PCs to be resurrected afterward, their stories come to an end and a new campaign must begin if the group wishes to continue.

VTT

Digital platforms for online play are known as virtual tabletops.

 

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