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− | ;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 | + | ;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 - '''but''', had the player left dice in the pool to defend with, ''the dice would still have rolled badly'' resulting in an ineffective defense. This dynamic can seriously damage the value of dice pool systems in some games. |
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==B== | ==B== | ||
− | ;bad wrong fun: | + | ;bad wrong fun: Saying that a game is "bad wrong fun" 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, "John said that [[D20 System|d20]] is bad wrong fun" indicates that the speaker believes John's criticism of d20 to be foolish given the large number of groups playing and enjoying it. Rifts is often cited as a "bad wrong fun" game.<br> |
− | :"Bad wrong fun" is also often used in a more light-hearted sense to indicate the gamer equivalent of a guilty pleasure. "I know it's bad wrong fun, but I loved every minute of it!" | + | : "Bad wrong fun" is also often used in a more light-hearted sense to indicate the gamer equivalent of a guilty pleasure. "I know it's bad wrong fun, but I loved every minute of it!" |
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− | ; | + | ;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 & Dragons]]'', in which a [[character]] could have the ability "whirlwind attack" enabling them to attack all foes within range in a single maneuver, and the ability "great cleave" 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. |
− | ;Big | + | ;Big Bad: Short for Big Bad Evil Guy, slang for the "boss" bad guy, i.e., the person in charge of an evil plot or organization. Implies that he is much stronger, more powerful, and/or more evil than his minions, and that the PCs encounter with him will be part of the climax of the adventure or even campaign. May have originated (or been popularized) by the [[Buffy the Vampire Slayer]] [[RPG]]. |
− | ;Blossom: This is a term usually used in mecha games where a vehicle carries a large number of guided missiles. "Blossoming" represents launching a very large number of those missiles at once. It comes from the "Death Blossom" maneuver performed by Alex Rogan and his Gunstar in the 1983 movie The Last Starfighter. Also called a "Macross," after the anime series ''Super Dimension Fortress Macross''. The visual style of animation design which involves huge numbers of guided missiles corkscrewing across the sky is known as the "Itano Circus." | + | ;Blossom: This is a term usually used in mecha games where a vehicle carries a large number of guided missiles. "Blossoming" represents launching a very large number of those missiles at once. It comes from the "Death Blossom" maneuver performed by Alex Rogan and his Gunstar in the 1983 movie The Last Starfighter. Also called a "Macross," after the anime series ''The Super Dimension Fortress Macross''. The visual style of animation design which involves huge numbers of guided missiles corkscrewing across the sky is known as the "Itano Circus." |
− | ;Blue Bolt: A term used to refer to when a Gamemaster causes the death of a [[Player character]] for no apparent reason. Usually includes the words "from heaven" at the tail end | + | ;Blue Bolt: A term used to refer to when a Gamemaster causes the death of a [[Player character]] for no apparent reason. Usually the term includes the words "from heaven" at the tail end the term to use it as a verb. The most common use is when a player leaves the game permanently and the Gamemaster can't come up with a suitable reason for the PCs' departure. |
− | ;BNG: Bitter Non-Gamer. A facetious term describing some people who seem to dedicate large portions of their day to discussions of what is "wrong" with a roleplaying game or roleplaying games in general. The implication is that they're just griping because they can't get a game group. | + | ;BNG: Bitter Non-Gamer. Coined by Kyle Schuant, "Jim Bob" on the forums. A facetious term describing some people who seem to dedicate large portions of their day to discussions of what is "wrong" with a roleplaying game or roleplaying games in general. The implication is that they're just griping because they can't get a game group. |
− | ;Boggle | + | ;Boggle: To surprise or shock someone to the point where they're just standing or sitting there, not moving, just STARING at what you've done with a shocked expression. Also '''boggled''', shocked to the point of not responding, just staring at the source of the shock. |
− | : | + | :Origin: Possibly from the [[RPG]] ''[[Toon]]'', a game where you play cartoon [[character]]s, to describe a similar state which results in the character in question losing turns. (Often shown in cartoons by having the character's eyes bulge out toward the boggling thing or pop out of the character's head completely.) |
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− | :Origin: Possibly from the [[RPG]] ''[[Toon]]'', a game where you play cartoon [[character]]s, to describe a similar state which results in the character in question losing turns. (Often shown in cartoons by having the character's eyes bulge out toward the boggling thing or pop out of the character's head completely.) | ||
;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. | ;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. | ||
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;Borgstromancy: The ability to understand a complex, outlandish, or badly explained setting or system well enough to run a game based on it. | ;Borgstromancy: The ability to understand a complex, outlandish, or badly explained setting or system well enough to run a game based on it. | ||
− | :Origin: Taken, possibly unfairly, from the name of the [[RPG]] | + | :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 intriguing supporting fiction that are however almost impossible to understand well enough to actually ''play''. |
;Boss: The primary opponent in a setting or adventure; the most powerful villain, usually in charge of lesser minions, but still expected to be (eventually) encountered by the PCs, often at the climax of the adventure or campaign. Borrowed from CRPGs, where it is often used to refer to the last, most dangerous enemy to be encountered in the area, who must be defeated to "win" the area or game. See also '''Big Bad'''. | ;Boss: The primary opponent in a setting or adventure; the most powerful villain, usually in charge of lesser minions, but still expected to be (eventually) encountered by the PCs, often at the climax of the adventure or campaign. Borrowed from CRPGs, where it is often used to refer to the last, most dangerous enemy to be encountered in the area, who must be defeated to "win" the area or game. See also '''Big Bad'''. | ||
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==C== | ==C== | ||
− | + | ;Caltrops: [[d4|Four-sided]] [[dice]], so named for their pyramidal shape which ensures that one point will face up no matter which side hits the floor. Especially noted for their tendency to get underfoot when one is heading to the bathroom, half-awake, at five in the morning after going to bed at three-thirty and suddenly remembering that one had drunk a full gallon of soda during the previous night's gaming run. | |
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− | ;Caltrops: [[d4|Four-sided]] [[dice]], so named for their pyramidal shape which ensures that one point will face up no matter which side hits the floor. Especially noted for their tendency to get underfoot when one is heading to the bathroom, half-awake, at five in the morning after going to bed at three-thirty and suddenly remembering that one had drunk a full gallon of soda during the previous night's gaming run | ||
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− | ; | + | ;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 would be considered camping. Camping in an [[RPG]] is usually an acceptable tactic, but in many competitive board or war games it is considered unfair, because if ''all'' [[player]]s 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. |
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;Chainmail Bikini: An utterly ridiculous and useless form of armor which is worn by female characters, even those who are supposedly experienced warriors, in a large proportion of classic fantasy art. Usually deemed to demonstrate that the inclusion of female characters is not to show the involvement of both sexes but simply to include cheesecake for male viewers and players. By extension, used as a metaphor for any stereotypical treatment of women in roleplayers or roleplaying products. This has declined substantially in recent years. This artwork trend was also the inspiration for the ''Reverse Armor Theorem''. | ;Chainmail Bikini: An utterly ridiculous and useless form of armor which is worn by female characters, even those who are supposedly experienced warriors, in a large proportion of classic fantasy art. Usually deemed to demonstrate that the inclusion of female characters is not to show the involvement of both sexes but simply to include cheesecake for male viewers and players. By extension, used as a metaphor for any stereotypical treatment of women in roleplayers or roleplaying products. This has declined substantially in recent years. This artwork trend was also the inspiration for the ''Reverse Armor Theorem''. | ||
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;Chargen: short for ''character generation'', the process of creating a [[player character]] for use in a [[RPG]]. Usually one of two methods: '''character build''' or '''[[RPG_Lexica:PQR|random-roll]]''', depending on the [[RPG]] being used. | ;Chargen: short for ''character generation'', the process of creating a [[player character]] for use in a [[RPG]]. Usually one of two methods: '''character build''' or '''[[RPG_Lexica:PQR|random-roll]]''', depending on the [[RPG]] being used. | ||
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− | ;Class and Level: A method of '''chargen''' and [[character]] definition in which characters are primarily defined as members of specific pre-defined professions or archetypes, their “[[class]]”, and their degree of advancement along a predetermined course of improvement determined by that profession, their “[[level]]”. Class and Level was used in the original [[RPG]], ''[[Dungeons & Dragons]]'' | + | ;Class and Level: A method of '''chargen''' and [[character]] definition in which characters are primarily defined as members of specific pre-defined professions or archetypes, their “[[class]]”, and their degree of advancement along a predetermined course of improvement determined by that profession, their “[[level]]”. Class and Level was used in the original [[RPG]], ''[[Dungeons & Dragons]]'', and thus was a standard aspect of RPG design for years before other methods were attempted. |
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;CP | ;CP | ||
− | + | :Common abbreviation for Character Point, the most common term used to describe the 'points' used in games where the character creation system is freeform based on character points. | |
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− | ;Critical:A rare dice result indicating that an action has been spectacularly successful. Typically a critical will grant an additional bonus beyond simple success, or represent a major success, or indicate success no matter how difficult the task was. | + | ;Critical: A rare dice result indicating that an action has been spectacularly successful. Typically a critical will grant an additional bonus beyond simple success, or represent a major success, or indicate success no matter how difficult the task was. |
:Origin: Originally ''critical hit'', used in tactical combat systems to model the remote possibility of any single hit taking an enemy down if it happens to hit a critical area. This system was then adopted by [[RPG]] combat systems and then further applied to resolution of all tasks rather than just combat, creating the term ''critical success'', normally abbreviated to just ''critical'', sometimes to ''crit hit'' or just ''crit''. | :Origin: Originally ''critical hit'', used in tactical combat systems to model the remote possibility of any single hit taking an enemy down if it happens to hit a critical area. This system was then adopted by [[RPG]] combat systems and then further applied to resolution of all tasks rather than just combat, creating the term ''critical success'', normally abbreviated to just ''critical'', sometimes to ''crit hit'' or just ''crit''. | ||
− | ;CRPG: '''C'''omputer (or '''C'''onsole) '''R'''ole '''P'''laying '''G'''ame. A computer adventure game with storytelling aspects. Notably different from tabletop RPGs in that there tends to be minimal interactivity with the plot, even to the point where in some games (especially in console RPGs) the player has no control over the creation of even a single character. Some games, most notably [[Neverwinter Nights]], have attempted to buck this trend, to varying degrees of success | + | ;CRPG: '''C'''omputer (or '''C'''onsole) '''R'''ole '''P'''laying '''G'''ame. A computer adventure game with storytelling aspects. Notably different from tabletop RPGs in that there tends to be minimal interactivity with the plot, even to the point where in some games (especially in console RPGs) the player has no control over the creation of even a single character. Some games, most notably [[Neverwinter Nights]], have attempted to buck this trend, to varying degrees of success. |
;Crunch | ;Crunch | ||
− | + | :1) Slang term for the sections of a [[RPG]]'s rulebook that deal with the actual rules, as opposed to '''Fluff''' (q.v.), which is everything else. Also called '''Crunchy bits'''. | |
− | + | :2) Slang for the relative complexity of a particular ruleset. A '''crunchy''' ruleset is more complex. | |
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− | ;Custom dice: [[Dice]] printed with symbols other than the traditional numbers. Used in certain games to simplify task resolution. For example, ''[[DC Universe]]'' uses dice printed with images of different DC characters; hero images indicate success and villain images indicate failure | + | ;Custom dice: [[Dice]] printed with symbols other than the traditional numbers. Used in certain games to simplify task resolution. For example, ''[[DC Universe]]'' uses dice printed with images of different DC characters; hero images indicate success and villain images indicate failure. |