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	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:ABC&amp;diff=1423</id>
		<title>RPG Lexica:ABC</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:ABC&amp;diff=1423"/>
		<updated>2005-05-18T17:56:08Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
&lt;br /&gt;
;all-out attack problem:  A problem arising in dice pool systems, in situations where a player facing a foe (or a hazard or problem in general) is asked to choose a number of dice from the pool to roll for the success of their attack.  The intent is usually that the player will ensure that some dice remain in the pool after their attack, so that if it happens that the attack fails, they will have dice left to roll in their defense.  In fact, however, the best tactic is for the player to attack with all of the dice in their pool, because this gives the attack the best chance of succeeding and resolving the problem right there.  If the dice roll badly, the player may lose out as a result of their lack of a defence - &#039;&#039;&#039;but&#039;&#039;&#039;, had the player left dice in the pool to defend with, &#039;&#039;the dice would still have rolled badly&#039;&#039; resulting in an ineffective defense.  This dynamic can seriously damage the value of dice pool systems in some games.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
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;bad wrong fun:  Saying that a game is &amp;quot;bad wrong fun&amp;quot; indicates that the game is somehow broken, unplayable, poor quality or weak - in ignorance of the fact that many groups are playing and enjoying it regularly.  As such, this is not normally something that a person will say themselves, but something they will accuse other people of having said.  For example, &amp;quot;John said that d20 is bad wrong fun&amp;quot; indicates that the speaker believes John&#039;s criticism of d20 to be foolish given the large number of groups playing and enjoying it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Bag of rats: A tactical maneuver which exploits a loophole in the rules of a tactical combat system, usually leading to ridiculous situations.  Taken from a well-known loophole in the (unrevised) third edition of Dungeons and Dragons, in which a character could have the ability &amp;quot;whirlwind attack&amp;quot; enabling them to attack all foes within range in a single maneuver, and the ability &amp;quot;great cleave&amp;quot; enabling them to, having killed a foe with an attack, carry the attack forward to a second foe.  A character could thus, technically, throw a bag of rats at a powerful opponent, then approach and execute a whirlwind attack.  The whirlwind attack allows the character to attack all of the rats in one manuever; each time the character attacks a rat, they almost certainly kill it, and then use great cleave to carry the attack forward to the actual powerful foe, thus gaining a huge number of hits on the foe in a single manuever.   &lt;br /&gt;
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;Boggle: To surprise or shock someone to the point where they&#039;re just standing or sitting there, not moving, just STARING at what you&#039;ve done with a shocked expression.  Also &#039;&#039;&#039;boggled&#039;&#039;&#039;, shocked to the point of not responding, just staring at the source of the shock.&lt;br /&gt;
:Origin: Possibly from the RPG &#039;&#039;Toon&#039;&#039;, a game where you play cartoon characters, to describe a similar state which results in the character in question losing turns. (Often shown in cartoons by having the character&#039;s eyes bulge out toward the boggling thing or pop out of the character&#039;s head completely.)&lt;br /&gt;
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;Boobs bonus: The hypothetical bonus given to all social skill rolls made by a female character, especially when dealing with males.  Derived from the assumption that a female character will automatically have better social skills than a male character, even if they behave in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Borgstromancy:  The ability to understand a complex, outlandish, or badly explained setting or system well enough to run a game based on it. &lt;br /&gt;
:Origin:  Taken, possibly unfairly, from the name of the RPG authoress Rebecca Borgstrom (also known as R. Sean Borgstrom) who is notorious for writing games with spectacularly original premises and intriuging supporting fiction that are however almost impossible to understand well enough to actually &#039;&#039;play&#039;&#039;.&lt;br /&gt;
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==C==&lt;br /&gt;
&lt;br /&gt;
;Camp: To remain stationary, or take no action, as a tactical choice: for example, waiting for enemies to attack you to ensure that the battle takes place on your choice of terrain.  Camping in an [[RPG_Lexica:PQR|RPG]] is usually an acceptable tactics, but in many competitive board or war games it is considered unfair, because if &#039;&#039;all&#039;&#039; players camp, then the game deadlocks (if everyone waits to be attacked, then nobody will ever attack), and any person who breaks the deadlock is penalised by not having the tactical advantage conveyed by camping.&lt;br /&gt;
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;Character: The imaginary persona &amp;quot;played&amp;quot; by the player of a [[RPG_Lexica:PQR|RPG]]; a &#039;&#039;&#039;PC&#039;&#039;&#039;. Not to be confused with &#039;&#039;&#039;NPC&#039;&#039;&#039; or a Non-Player Character.&lt;br /&gt;
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;Character Build System&lt;br /&gt;
:Term for a &#039;&#039;&#039;chargen&#039;&#039;&#039; system in which the player starts with a &amp;quot;default&amp;quot; character (often a &amp;quot;blank slate&amp;quot;, with no skills, advantages, or anything else) and a pool of points with which he or she can &amp;quot;buy&amp;quot; parts of the character until it approximates the character he or she wants to play.  [[RPG_Lexica:GHI|GURPS]] and [[RPG_Lexica:GHI|Hero]] are the two most well known [[RPG_Lexica:PQR|RPGs]] that work this way.&lt;br /&gt;
&lt;br /&gt;
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;Chargen: short for &#039;&#039;character generation&#039;&#039;, the process of creating a [[RPG_Lexica:PQR|player character]] for use in a [[RPG_Lexica:PQR|RPG]].  Usually one of two methods: &#039;&#039;&#039;character build&#039;&#039;&#039; or [[RPG_Lexica:PQR|random-roll]], depending on the RPG being used.&lt;br /&gt;
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;Corebook:  Any book containing information fundamental to a particular game system.  Typically any person wishing to purchase books for a particular [[RPG_Lexica:PQR|RPG]] will need to buy the corebooks first in order to establish the context needed to make sense of the other books.  For example, the Player&#039;s Handbook, Dungeon Master&#039;s Guide and Monster Manual are the corebooks for D&amp;amp;D; the World of Darkness book and the Vampire book are the corebooks for Vampire: the Requiem.&lt;br /&gt;
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[[RPG_Lexica:Main_Page|Back to the main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:DEF&amp;diff=1424</id>
		<title>RPG Lexica:DEF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:DEF&amp;diff=1424"/>
		<updated>2005-05-18T17:52:20Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==D==&lt;br /&gt;
&lt;br /&gt;
;d:  Abbreviation for &#039;&#039;dice&#039;&#039;.  Because dice are used so frequently in role-playing and other forms of games, an abbreviated notation is used for describing dice types, consisting of two numbers seperated by a letter &#039;d&#039;.  The number before the &#039;d&#039; indicates how many dice are referred to (omitted if only one), and the number after indicates how many sides are on the dice.  The common cubic dice is a d6 (six-sided), but other dice shapes designed for gaming include the d4, d8, d10, d12, and d20.  For example, 5d6 indicates &amp;quot;5 six-sided dice&amp;quot;.  This can be further extended with mathematical symbols, indicating a math operation should be applied to the result shown on the dice after they are rolled: 5d6+3 indicates &amp;quot;roll 5 six-sided dice, add them up (the default way of calculating the result of multiple dice), then add 3 to the result&amp;quot;.  A further extension, not so popularly used, adds the letter &amp;quot;k&amp;quot; (for &amp;quot;keep&amp;quot;) to indicate that having rolled the dice, not all of the dice should be added up; the number after the &amp;quot;k&amp;quot; indicates how many dice results should be added.  For example, &amp;quot;4d6k3&amp;quot; means that 4 six-sided dice should be rolled, then 3 of those results (usually the highest) selected and added together to give the final result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;d100:  An example of the d- notation, but also a special case.  Although 100-sided dice do exist, they are relatively rare; the more common way of rolling a d100 is to roll two d10s, designating one as the tens digit and one as the units.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
;d20:  A twenty-sided dice; also a generic roleplaying system controlled by Wizards Of The Coast.  The d20 system is a customizable generic system based on a twenty-sided dice (hence the name), and reusable freely by authors under certain terms and conditions.  These terms and conditions include the need to seek explicit approval to refer to the game as supporting &amp;quot;d20&amp;quot; (a controlled trademark), and the provision that certain key rules must be omitted from third-party games, thus forcing players to purchase books produced by Wizards Of The Coast in order to obtain them.  The impact of the d20 system on the hobby has been considerable, and players are divided as to whether the strong adoption of a common system for games has simplified and streamlined the hobby, or whether it has harmed the hobby by reducing diversity and forcing games to be written with a system which does have documented flaws and is not necessarily ideal for every setting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;d666:  An apparant example of the d- notation, but in fact a special case; there is no such thing as a 666-sided dice.  The d666 system was used in the game &#039;&#039;In Nomine&#039;&#039;, in which players take the roles of either demons or angels.  To &amp;quot;roll a d666&amp;quot;, the player rolls 3d6, allocating two of the dice to be added together to indicate whether they have succeeded or failed at a task, and the one remaining dice to be read alone to indicate the magnitude of the success or failure.  A roll of 6-6-6 is a critical if the player is playing a demon, or a fumble if the player is playing an angel; a roll of 1-1-1 is vice versa.&lt;br /&gt;
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&lt;br /&gt;
;Darkness isn&#039;t dark: A phrase indicating that a given game system is acknowledged to be flawed, but is played anyway because it delivers a good entertainment experience.  &amp;quot;But it doesn&#039;t make sense!&amp;quot;  &amp;quot;What do you expect?  In this game darkness isn&#039;t dark.&amp;quot;  &lt;br /&gt;
:Origin: From the Dungeons and Dragons revised third edition, in which the Darkness spell was described as creating &amp;quot;an area of shadowy illumination&amp;quot; in which it was hard to see.  Since &amp;quot;shadowy illumination&amp;quot; is still better than no illumination at all, this implied that casting Darkness in a room that was already pitch dark would make it lighter.&lt;br /&gt;
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;Dice pool system: A game system in which a player is given a particular number of dice, each of which may be rolled only once before being taken away from them.  When a dice roll is needed, the player can choose to roll any number of dice from the pool; choosing more dice increases the probability of a better result, but also consumes the limited number of dice in the pool faster.  Usually, some game action or the passage of some amount of time will cause all dice to be restored to the pool.&lt;br /&gt;
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;Ding!:Said when a character has just gained a &#039;&#039;&#039;level&#039;&#039;&#039; or otherwise reached a significant point of advancement.  Origin: The online RPG &#039;&#039;EverQuest&#039;&#039;, which played a dinging sound effect when a PC gained a level; this convention was adopted by several other online RPGs.&lt;br /&gt;
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==E==&lt;br /&gt;
&lt;br /&gt;
;Experience Points: Often shortened to &#039;&#039;&#039;XP&#039;&#039;&#039;, experience points are used in many games to measure success and progression for a player&#039;s character. Can also be used as a measure of difficulty.&lt;br /&gt;
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==F==&lt;br /&gt;
&lt;br /&gt;
;fine red mist: What is said to be left of a character who has just taken an obscene amount of damage, much more than what was needed to kill him.  As an example, a character who was right next to a large bomb when it went off could be said to have been &amp;quot;reduced to a fine red mist&amp;quot;.&lt;br /&gt;
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;Forge, the: [http://www.indie-rpgs.com The Forge] (originally &amp;quot;Hepheastus&#039;s Forge&amp;quot;) is a discussion website for RPG players and designers which attempts detailed, almost scientific-level analysis, of game playing.  It was created and is still run by Ron Edwards, author of the independant game &#039;&#039;Sorceror&#039;&#039;, and originally showcased several documents written by him describing the design principles followed in that game (although these are now considered to have been superceded by discussion and have been moved to a less prominent location).  Advocates of the Forge claim that the discussion there is strongly stimulating and inspiring, encourages the development of new ideas, and has been responsible for the development of some of the best independant RPGs avaliable; critics claim that the discussion is over-analytical, incomprehensible to outsiders, and ultimately vacuous, and that those independant RPGs would have been developed anyway regardless of whether their authors had participated in the Forge or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;FLGS: An abbreviation of &amp;quot;Friendly Local Game Store&amp;quot;, referring to traditional store-based game retailers.  These are generally acknowledged as important to the hobby, as they provide it with a visible presence and also with space to play or a community gathering point; however, they are continuously under threat by online booksellers who can typically undercut their prices easily due to their lack of comparable overheads.&lt;br /&gt;
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;______-fu: Skill in ______, especially if the approach to that could be said to come from extensive learning or training.  Often used with pseudo-Zen sentence constructions, such as &amp;quot;My _____-fu is strong.&amp;quot; to indicate a high level of skill.&lt;br /&gt;
:Origin: Generalization of the -fu in &amp;quot;kung-fu&amp;quot;. (Note that this is actually wrong: according to [http://dictionary.reference.com/search?r=2&amp;amp;q=Kung%20Fu Dictionary.com], it&#039;s the &amp;quot;kung&amp;quot; part that denotes skill.)&lt;br /&gt;
:Usage:&lt;br /&gt;
::GM: &amp;quot;How the hell did you manage to create a character this powerful at the &#039;&#039;starting level?&#039;&#039;&amp;quot;&lt;br /&gt;
::Player: &amp;quot;My chargen-fu is strong.&amp;quot;&lt;br /&gt;
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[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:JKL&amp;diff=1656</id>
		<title>RPG Lexica:JKL</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:JKL&amp;diff=1656"/>
		<updated>2005-05-18T17:46:21Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==J==&lt;br /&gt;
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==K==&lt;br /&gt;
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;Katana&lt;br /&gt;
:Long, curved oriental sword.  Katana are the subject of numerous myths related to the quality of their construction and their sharpness, such as the claim that a katana was considered a poor blade unless it was capable of cutting through four condemned men in a single stroke.  This, in turn, has led to stories of gamers seriously overestimating the abilities of a character armed with a katana: the most famous example being a story in which a player allegedly attempted to have a katana-wielding PC use his sword to cut through the armor of a modern tank.  Thus, the term is also sometimes used to mean an unrealistically powerful weapon, or a weapon which is sought-after for &amp;quot;coolness&amp;quot; value regardless of its relevance or usefulness to a campaign or setting.  A katana is, of course, the favoured weapon of a &#039;&#039;&#039;ninja&#039;&#039;&#039;.&lt;br /&gt;
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;Kewl Powerz&lt;br /&gt;
:Generic name for the abilities possessed by PCs in a game that are above and beyond those of normal men.  Depending on the game, this can mean superpowers, magical ability, or whatever else the game will allow.&lt;br /&gt;
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;Kill them and take their stuff&lt;br /&gt;
:A humorous description of the method which winds up being used by most RPG characters to solve problems they are having with other individuals or groups. It is the essence of the dungeon crawl. Sometimes abreviated to simply KTATTS on message boards, such as RPG.net&lt;br /&gt;
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&lt;br /&gt;
;King Rat&lt;br /&gt;
:The male equivalent of a &#039;&#039;&#039;Queen Bee&#039;&#039;&#039;.  Exceptionally rare in RPGing due to the gender imbalance of the hobby.&lt;br /&gt;
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==L==&lt;br /&gt;
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;Lasersharking&lt;br /&gt;
* The (theoretical) improvement of an item or being already powerful, competent, efficient and/or deadly by combining it with another item of similar perceived deadliness. In gaming, said additional element is most often either SF-grade high tech or some other sort of fantastic item.&lt;br /&gt;
* The combination of two disparate genres whose conventions normally preclude their union. RPG examples include &#039;&#039;Deadlands: The Weird West&#039;&#039;, Pinnacle Entertainment (now Great White Games)’s Wild West/Steampunk/Magic game, or &#039;&#039;Gear Krieg&#039;&#039;, Dream Pod 9’s World War II/Mecha game.&lt;br /&gt;
&lt;br /&gt;
The term&#039;s origin can be traced to the comedy spoof movie &#039;&#039;Austin Powers: International Man of Mystery&#039;&#039;. Gaming occurences of both definitions are anecdotally accredited to a desire to make an item, character or game world more &amp;quot;kewl&amp;quot; (see Kewl Powerz, above).&lt;br /&gt;
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[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:MNO&amp;diff=1365</id>
		<title>RPG Lexica:MNO</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:MNO&amp;diff=1365"/>
		<updated>2005-05-18T17:43:06Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==M==&lt;br /&gt;
&lt;br /&gt;
;Mary Sue: An RPG character obviously designed as a supremely competent version of the real person designing the character.  (A Mary Sue need not be female, or even human.)&lt;br /&gt;
:Origin: According to [http://www.subreality.com/marysue.htm this site], from a 1970&#039;s Star Trek FanFic starring &amp;quot;Lieutenant Mary Sue, StarFleet&#039;s Youngest Lieutenant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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;Min-max, min-maxing: To carefully tweak a &#039;&#039;&#039;character&#039;&#039;&#039; during &#039;&#039;&#039;chargen&#039;&#039;&#039; so as to optimize the character for one thing, usually combat, often at the expense of other aspects of the character; or, to tweak a character to take advantage of quirks in the rules to do the same thing.&lt;br /&gt;
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;Munchkin: One of the most controversial terms in RPGs.  A good argument could be made that it means &amp;quot;any player I don&#039;t like&amp;quot;, but most people reserve the term for a specific type of bad player...&lt;br /&gt;
:My own definition: a player who, through inexperience or immaturity, disrupts the game to the detriment of the other players, usually by any or all of the following:&lt;br /&gt;
* Creating a character that&#039;s inappropriate to the setting (Classic definition: A munchkin is someone who, in a game of courtly politics and intrigue in 16th century France, wants to play a ninja.)&lt;br /&gt;
* Insisting his character either is or has to be the absolute &#039;&#039;best&#039;&#039; at &#039;&#039;everything&#039;&#039; he does.&lt;br /&gt;
* Roleplays poorly, seeing his character (and the other characters) as mere game pieces, without personality or motivations beyond advancing in the game.&lt;br /&gt;
* Relating to the last one: approaching all problems, obstacles, and frustrations with violence as a &#039;&#039;first&#039;&#039; resort&lt;br /&gt;
* Attempting to &amp;quot;win&amp;quot; the game, even at the expense of the other players, in situations where it would be inappropriate.&lt;br /&gt;
&lt;br /&gt;
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;Murphy&#039;s Rule: (or just &amp;quot;Murphy&amp;quot;).  A game rule which has bizarre or humourous consequences when applied to certain situations - typically those which would logically exist in the game world but are not those which the game was designed to model.  A &amp;quot;murphy&amp;quot; can also be a description of the consequences of applying a rule to an outlandish situation, stated not as a criticism of the rules but purely for the comedy value.  Originally coined as the name of a cartoon appearing in Pyramid Magazine.  A few examples of the typical format:&lt;br /&gt;
* In D&amp;amp;D, characters have a &amp;quot;Dexterity&amp;quot; stat, which is in fact used to represent agility as well as actual dexterity.  Thus, every talented clockmaker is also a talented gymnast, and vice versa; &lt;br /&gt;
* In The Riddle Of Steel, in character generation the player must rank several properties of their character in order of importance.  Ranking &amp;quot;social standing&amp;quot; last results in the PC being a slave; but if the player has done this, all other aspects (such as combat skill, magical ability, etc) will have been rated higher than they otherwise could have been, thus meaning that slaves are the most talented and skilled people in the setting;&lt;br /&gt;
* In the second edition of Hong Kong Action Theatre, an actor&#039;s fame is the &#039;&#039;only&#039;&#039; factor taken into consideration when assigning them to roles, thus enabling Arnold Schwarzenegger to be cast as a kung-fu ballerina.&lt;br /&gt;
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==N==&lt;br /&gt;
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;Ninja: A term with multiple different meanings, mostly derived either from the real myths surrounding Ninjas or from the famous spoof website, [http://www.realultimatepower.net &amp;quot;Real Ultimate Power&amp;quot;].&lt;br /&gt;
* As a noun, used with the original meaning: the Japanese term for an assassin, particularly one making use of stealth.  &lt;br /&gt;
* As a noun, any character designed around the concepts of stealth, hand-to-hand combat, and one-hit kills.  &lt;br /&gt;
* As a noun, a character which is sought-after for &amp;quot;coolness&amp;quot; value, and whose abilites are overestimated, even if irrelevant or ineffective in the particular situation or setting. (&amp;quot;Of course I can dodge the bullets of a machine-gun on full auto - I&#039;m a &#039;&#039;ninja&#039;&#039;!&amp;quot;)&lt;br /&gt;
* As an adjective, sneaky or cunning. &lt;br /&gt;
* As an adjective, highly skilled in general.&lt;br /&gt;
* As a verb, to accomplish something in a highly skillful or spectacular way.&lt;br /&gt;
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;NPC: Short for Non-Player Character. Essentially any character in the gamne not played by one of the players but run instead by the Referee.&lt;br /&gt;
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==O==&lt;br /&gt;
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;One Roll Engine:  A unique dice system designed by Greg Stolze and used in the game &#039;&#039;Godlike&#039;&#039;.  Rather than trying to match a particular target number, the player rolls a number of dice based on their character&#039;s competence and are deemed to have succeeded if two or more of those dice roll the same value.  The unique property of this system is that a single roll delivers &#039;&#039;two&#039;&#039; results: the number of dice that matched, and the value they matched on.  (Note: this system is copyrighted, so you may need to seek the author&#039;s permission to use it in any game you are designing.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Open-ended roll:  Any dice rolling system which includes the rule that any dice which rolls its maximum result should be rolled again, with the new roll added to the previous one to determine the final result.  For example, if a 5 is rolled on an open-ended d6, the result is 5; but if a 6 is rolled, the dice is rolled again, and if a 4 is rolled on the second roll the overall result is 10 (the 4 just rolled plus the 6 rolled previously).  &lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:PQR&amp;diff=1667</id>
		<title>RPG Lexica:PQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:PQR&amp;diff=1667"/>
		<updated>2005-05-18T17:38:59Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==P==&lt;br /&gt;
&lt;br /&gt;
;pixelbitching: (coined by SteveD on RPG.net) A style of GMing--specifically, a form of &#039;&#039;&#039;railroading&#039;&#039;&#039;--in which the players need to find one specific clue in order to advance on the one plotline determined by the GM, cannot proceed without it, and do not get any help from the GM in finding it.  If said clue is particularly hard to find (or if the GM requires a very specific action to locate it), the GM may be said to be &amp;quot;pixelbitching&amp;quot;.&lt;br /&gt;
:Origin: Computer games, specifically point-and-click games in which you need to click a specific place--sometimes only a few pixels on the screen (hence the name)--in order to get some magic clue you need to advance in the programmed-in plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;planning problem: The difficulty arising in game situations where players first develop a detailed plan for their characters&#039; actions and then enact it.  The difficulty is that in an RPG, where description is the only medium for describing action, the experience of enacting the plan will be identical to that of making the plan unless something goes wrong.  However, if the GM responds by ensuring that something always does go wrong, the players will have no incentive to make plans at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;powergaming:  A player behaviour where the player in question makes unreasonable efforts to maximise their character&#039;s ability to mechanicaly affect the game.  This usually refers to optimising combat ability since that has traditionally been the focus of most RPG mechanics.  Recently though, as more and more RPGs have more rules and powers applicable to out of combat action, variants like the social powergamer (who builds their character so that they can persuade/seduce/dominate any NPC they meet) have appeared.&lt;br /&gt;
:Symptoms include characters that overshadow the other PCs, unusual combinations of abilities and equipment that make little sense in-game, constant requests for &amp;quot;GM approval only&amp;quot; character options, and/or one-dimensional characters where every option adds to a specific ability. &lt;br /&gt;
:See also: min-max and munchkin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
;Queen Bee:  A woman who joins RPG groups in the belief that the &amp;quot;scarcity&amp;quot; of women in the hobby, together with the percieved &amp;quot;nerdiness&amp;quot; of male RPG players, will enable her to easily manipulate the group by using her sexuality.  A Queen Bee will typically seek out groups in which she can be the only female, continuously flirt with other players, make regular references to her own promiscuity (thus hinting that she may be available to the other players), and similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
;railroading: A style of GMing in which the GM has only one specific plot line in mind, and forces the players to follow that plot regardless of whether they want to do so.  From an analogy to a railroad, which constrains the train to one specific route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;result pool system: A variation on the [[RPG_Lexica:DEF|dice pool system]].  The key difference is that in a result pool system, all of the dice in the pool are rolled at the time the pool is created, in advance of any game decisions made by the player.  When a dice result is required, the player - rather than choosing a number of dice to roll - chooses rolled results from the pool to allocate as his or her result on the particular task.  Result pool systems are a relatively new development and are currently only used in the more experimental independant games, such as &#039;&#039;Dogs in the Vineyard&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Rocks fall, everyone dies!&amp;quot;&lt;br /&gt;
:A comment from the GM that basically means &amp;quot;Your actions have annoyed/disturbed me enough that I&#039;m ending this game RIGHT NOW, and I don&#039;t particularly care what happens to your characters anymore!&amp;quot;  Usually followed by either the players making nice with the GM or the group going their separate ways.&lt;br /&gt;
:Origin: [http://somethingpositive.net/sp05032002.shtml This episode of the webcomic Something Positive.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;role-playing game: An amazingly hard-to-describe activity, and the reason we&#039;re all here.&lt;br /&gt;
:In a typical role-playing game, there is one Game Master (hereafter GM) and some players.  The players are playing the roles of characters in an imaginary game-world which the GM describes and controls.  The game goes through cycles where:&lt;br /&gt;
# The GM describes the situation the characters are in;&lt;br /&gt;
# The players describe how their characters react to the situation; and&lt;br /&gt;
# The GM and players decide what happened as a result of those actions.&lt;br /&gt;
:Step 3 often is determined by rolling dice, especially in complex or stressful situations such as combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;roll-playing game: Often derogatory term used for games where the mechanics take front seat, as opposed to story and gameplay, or for games run by referees who do likewise. Often results in games where players are there mainly to make some decisions and roll the dice without a feel for story or fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;roll-under system:  A rules system which determines the success of actions via having the player roll a dice, such that the action will succeed if the rolled value is &#039;&#039;lower&#039;&#039; than a particular &#039;&#039;target number&#039;&#039;.  The effect is that higher target numbers generate a greater probability of success; typically in a role-under system the target number will measure the competence of the character to perform the task.  The use of a roll-under system can have a number of awkward consequences; most notably, &#039;&#039;negative&#039;&#039; modifiers to the dice roll become beneficial and positive ones become penal, which can be confusing and illogical for players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG:1. Common abbreviation for &#039;&#039;&#039;role-playing game&#039;&#039;&#039;.&lt;br /&gt;
:2. Not-as-common abbreviation for &amp;quot;Rocket-Propelled Grenade&amp;quot;&lt;br /&gt;
:3. Even less common abbreviation for &amp;quot;Report Program Generator&amp;quot;.  (If you see a job ad for &amp;quot;RPG programmer wanted&amp;quot;, don&#039;t get your hopes up--it&#039;s probably not Bioware placing the ad.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rule Zero: &lt;br /&gt;
:1. &amp;quot;The GM may change or ignore any game rule.&amp;quot;  Most RPG systems acknowledge that they cannot model every situation accurately, and therefore permit the GM to break the rules in trust that he or she will only do so in cases where it&#039;s beneficial to the game.&lt;br /&gt;
:2. &amp;quot;Never give the GM ideas.&amp;quot;  Since most GMs can improvise on the fly and would &#039;&#039;love&#039;&#039; to mess with the players, it&#039;s generally recognized that giving him or her ideas in that regard is a &#039;&#039;very bad idea.&#039;&#039;  Usually referenced in the phrase &#039;&#039;&#039;Rule Zero Violation&#039;&#039;&#039;, i.e., giving the GM ideas.&lt;br /&gt;
::GM: &amp;quot;There&#039;s a shadow on the road ahead--it looks like a large group is heading your way, but you can&#039;t tell who it is.&amp;quot;&lt;br /&gt;
::Bob: &amp;quot;Just as long as it isn&#039;t Baron Rumbar, we&#039;d be completely screwed if ...&lt;br /&gt;
::Jan: &amp;quot;BOB!  Sh!  Rule Zero Violation!&amp;quot;&lt;br /&gt;
::GM: (smiles enigmatically)&lt;br /&gt;
::Bob: &amp;quot;Aw, @#$&amp;amp;%!!...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:PQR&amp;diff=1333</id>
		<title>RPG Lexica:PQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:PQR&amp;diff=1333"/>
		<updated>2005-05-18T17:38:26Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==P==&lt;br /&gt;
&lt;br /&gt;
;pixelbitching: (coined by SteveD on RPG.net) A style of GMing--specifically, a form of &#039;&#039;&#039;railroading&#039;&#039;&#039;--in which the players need to find one specific clue in order to advance on the one plotline determined by the GM, cannot proceed without it, and do not get any help from the GM in finding it.  If said clue is particularly hard to find (or if the GM requires a very specific action to locate it), the GM may be said to be &amp;quot;pixelbitching&amp;quot;.&lt;br /&gt;
:Origin: Computer games, specifically point-and-click games in which you need to click a specific place--sometimes only a few pixels on the screen (hence the name)--in order to get some magic clue you need to advance in the programmed-in plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;planning problem: The difficulty arising in game situations where players first develop a detailed plan for their characters&#039; actions and then enact it.  The difficulty is that in an RPG, where description is the only medium for describing action, the experience of enacting the plan will be identical to that of making the plan unless something goes wrong.  However, if the GM responds by ensuring that something always does go wrong, the players will have no incentive to make plans at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;powergaming:  A player behaviour where the player in question makes unreasonable efforts to maximise their character&#039;s ability to mechanicaly affect the game.  This usually refers to optimising combat ability since that has traditionally been the focus of most RPG mechanics.  Recently though, as more and more RPGs have more rules and powers applicable to out of combat action, variants like the social powergamer (who builds their character so that they can persuade/seduce/dominate any NPC they meet) have appeared.&lt;br /&gt;
:Symptoms include characters that overshadow the other PCs, unusual combinations of abilities and equipment that make little sense in-game, constant requests for &amp;quot;GM approval only&amp;quot; character options, and/or one-dimensional characters where every option adds to a specific ability. &lt;br /&gt;
:See also: min-max and munchkin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
;Queen Bee:  A woman who joins RPG groups in the belief that the &amp;quot;scarcity&amp;quot; of women in the hobby, together with the percieved &amp;quot;nerdiness&amp;quot; of male RPG players, will enable her to easily manipulate the group by using her sexuality.  A Queen Bee will typically seek out groups in which she can be the only female, continuously flirt with other players, make regular references to her own promiscuity (thus hinting that she may be available to the other players), and similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
;railroading: A style of GMing in which the GM has only one specific plot line in mind, and forces the players to follow that plot regardless of whether they want to do so.  From an analogy to a railroad, which constrains the train to one specific route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;result pool system: A variation on the [[RPG_Lexica:DEF|dice pool system]].  The key difference is that in a result pool system, all of the dice in the pool are rolled at the time the pool is created, in advance of any game decisions made by the player.  When a dice result is required, the player - rather than choosing a number of dice to roll - chooses rolled results from the pool to allocate as his or her result on the particular task.  Result pool systems are a relatively new development and are currently only used in the more experimental independant games, such as &#039;&#039;Dogs in the Vineyard&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Rocks fall, everyone dies!&amp;quot;&lt;br /&gt;
:A comment from the GM that basically means &amp;quot;Your actions have annoyed/disturbed me enough that I&#039;m ending this game RIGHT NOW, and I don&#039;t particularly care what happens to your characters anymore!&amp;quot;  Usually followed by either the players making nice with the GM or the group going their separate ways.&lt;br /&gt;
:Origin: [http://somethingpositive.net/sp05032002.shtml This episode of the webcomic Something Positive.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;role-playing game: An amazingly hard-to-describe activity, and the reason we&#039;re all here.&lt;br /&gt;
:In a typical role-playing game, there is one Game Master (hereafter GM) and some players.  The players are playing the roles of characters in an imaginary game-world which the GM describes and controls.  The game goes through cycles where:&lt;br /&gt;
# The GM describes the situation the characters are in;&lt;br /&gt;
# The players describe how their characters react to the situation; and&lt;br /&gt;
# The GM and players decide what happened as a result of those actions.&lt;br /&gt;
:Step 3 often is determined by rolling dice, especially in complex or stressful situations such as combat.&lt;br /&gt;
&lt;br /&gt;
;roll-playing game: Often derogatory term used for games where the mechanics take front seat, as opposed to story and gameplay, or for games run by referees who do likewise. Often results in games where players are there mainly to make some decisions and roll the dice without a feel for story or fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;roll-under system:  A rules system which determines the success of actions via having the player roll a dice, such that the action will succeed if the rolled value is &#039;&#039;lower&#039;&#039; than a particular &#039;&#039;target number&#039;&#039;.  The effect is that higher target numbers generate a greater probability of success; typically in a role-under system the target number will measure the competence of the character to perform the task.  The use of a roll-under system can have a number of awkward consequences; most notably, &#039;&#039;negative&#039;&#039; modifiers to the dice roll become beneficial and positive ones become penal, which can be confusing and illogical for players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;RPG:1. Common abbreviation for &#039;&#039;&#039;role-playing game&#039;&#039;&#039;.&lt;br /&gt;
:2. Not-as-common abbreviation for &amp;quot;Rocket-Propelled Grenade&amp;quot;&lt;br /&gt;
:3. Even less common abbreviation for &amp;quot;Report Program Generator&amp;quot;.  (If you see a job ad for &amp;quot;RPG programmer wanted&amp;quot;, don&#039;t get your hopes up--it&#039;s probably not Bioware placing the ad.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rule Zero: &lt;br /&gt;
:1. &amp;quot;The GM may change or ignore any game rule.&amp;quot;  Most RPG systems acknowledge that they cannot model every situation accurately, and therefore permit the GM to break the rules in trust that he or she will only do so in cases where it&#039;s beneficial to the game.&lt;br /&gt;
:2. &amp;quot;Never give the GM ideas.&amp;quot;  Since most GMs can improvise on the fly and would &#039;&#039;love&#039;&#039; to mess with the players, it&#039;s generally recognized that giving him or her ideas in that regard is a &#039;&#039;very bad idea.&#039;&#039;  Usually referenced in the phrase &#039;&#039;&#039;Rule Zero Violation&#039;&#039;&#039;, i.e., giving the GM ideas.&lt;br /&gt;
::GM: &amp;quot;There&#039;s a shadow on the road ahead--it looks like a large group is heading your way, but you can&#039;t tell who it is.&amp;quot;&lt;br /&gt;
::Bob: &amp;quot;Just as long as it isn&#039;t Baron Rumbar, we&#039;d be completely screwed if ...&lt;br /&gt;
::Jan: &amp;quot;BOB!  Sh!  Rule Zero Violation!&amp;quot;&lt;br /&gt;
::GM: (smiles enigmatically)&lt;br /&gt;
::Bob: &amp;quot;Aw, @#$&amp;amp;%!!...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1670</id>
		<title>RPG Lexica:YZ9</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1670"/>
		<updated>2005-05-18T17:31:31Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* Numbers &amp;amp; Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Y==&lt;br /&gt;
&lt;br /&gt;
;Yoink!: Short for &amp;quot;I like that idea so much I&#039;m stealing it (for my game)&amp;quot;. Origin: from the supposed sound of something being snatched away. Think back to saturday morning cartoons and you will know the sound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;You all meet in a tavern...&amp;quot;: The &amp;quot;classic&amp;quot; (read: cliched) way to bring a party together in a fantasy game; often extended to other games as well.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Numbers &amp;amp; Symbols==&lt;br /&gt;
&lt;br /&gt;
;101, the: Slang for the basic information about some subject of interest.  Usually used to refer to imparting this information to another: &amp;quot;I&#039;ll give him the 101 on the Agency while we&#039;re staying here in the safe house.&amp;quot;  From the traditional course number for introductory courses in American colleges and high schools (from &amp;quot;MemoryBeast&amp;quot;, on the RPGnet Fora). It is not a reference to George Orwell&#039;s 1984, where 101 was the room prisoners were exiled to in order to face &amp;quot;the most horrible thing in the world.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1330</id>
		<title>RPG Lexica:YZ9</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1330"/>
		<updated>2005-05-18T17:30:45Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* Numbers &amp;amp; Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Y==&lt;br /&gt;
&lt;br /&gt;
;Yoink!: Short for &amp;quot;I like that idea so much I&#039;m stealing it (for my game)&amp;quot;. Origin: from the supposed sound of something being snatched away. Think back to saturday morning cartoons and you will know the sound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;You all meet in a tavern...&amp;quot;: The &amp;quot;classic&amp;quot; (read: cliched) way to bring a party together in a fantasy game; often extended to other games as well.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Numbers &amp;amp; Symbols==&lt;br /&gt;
&lt;br /&gt;
;101, the: Slang for the basic information about some subject of interest.  Usually used to refer to imparting this information to another: &amp;quot;I&#039;ll give him the 101 on the Agency while we&#039;re staying here in the safe house.&amp;quot;  From the traditional course number for introductory courses in American colleges and high schools. (from &amp;quot;MemoryBeast&amp;quot;, on the RPGnet Fora)&lt;br /&gt;
It is not a reference to George Orwell&#039;s 1984, where 101 was the room prisoners were exiled to in order to face &amp;quot;the most horrible thing in the world.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1329</id>
		<title>RPG Lexica:YZ9</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1329"/>
		<updated>2005-05-18T17:27:06Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* Y */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Y==&lt;br /&gt;
&lt;br /&gt;
;Yoink!: Short for &amp;quot;I like that idea so much I&#039;m stealing it (for my game)&amp;quot;. Origin: from the supposed sound of something being snatched away. Think back to saturday morning cartoons and you will know the sound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;You all meet in a tavern...&amp;quot;: The &amp;quot;classic&amp;quot; (read: cliched) way to bring a party together in a fantasy game; often extended to other games as well.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Numbers &amp;amp; Symbols==&lt;br /&gt;
&lt;br /&gt;
;101, the: Slang for the basic information about some subject of interest.  Usually used to refer to imparting this information to another: &amp;quot;I&#039;ll give him the 101 on the Agency while we&#039;re staying here in the safe house.&amp;quot;  From the traditional course number for introductory courses in American colleges and high schools. (from &amp;quot;MemoryBeast&amp;quot;, on the RPGnet Fora)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1327</id>
		<title>RPG Lexica:YZ9</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:YZ9&amp;diff=1327"/>
		<updated>2005-05-18T17:26:30Z</updated>

		<summary type="html">&lt;p&gt;Robovski: /* Y */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Y==&lt;br /&gt;
&lt;br /&gt;
;Yoink!: Short for &amp;quot;I like that idea so much I&#039;m stealing it (for my game)&amp;quot;. Origin: from the supposed sound of something being snatched away. Think back to saturday morning cartoons and you know the sound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;You all meet in a tavern...&amp;quot;: The &amp;quot;classic&amp;quot; (read: cliched) way to bring a party together in a fantasy game; often extended to other games as well.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Numbers &amp;amp; Symbols==&lt;br /&gt;
&lt;br /&gt;
;101, the: Slang for the basic information about some subject of interest.  Usually used to refer to imparting this information to another: &amp;quot;I&#039;ll give him the 101 on the Agency while we&#039;re staying here in the safe house.&amp;quot;  From the traditional course number for introductory courses in American colleges and high schools. (from &amp;quot;MemoryBeast&amp;quot;, on the RPGnet Fora)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&lt;/div&gt;</summary>
		<author><name>Robovski</name></author>
	</entry>
</feed>