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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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;ass staring defense: A response to anyone who objects to a player playing a character of the opposite sex to themselves (typically a male playing a female character) in a MMORPG. In these games, typically a large amount of play time is required to level up and the default camera viewpoint is from just behind the character; thus the defense is "If I'm going to have to spend hours staring at someone's ass, it's going to be a woman's". First coined by the webcomic [http://www.pvponline.com PVP Online]. The ass staring defense generally does not apply to races that would not ordinarily sexually appeal to human beings (like Tauren in [[World of Warcraft]]). | ;ass staring defense: A response to anyone who objects to a player playing a character of the opposite sex to themselves (typically a male playing a female character) in a MMORPG. In these games, typically a large amount of play time is required to level up and the default camera viewpoint is from just behind the character; thus the defense is "If I'm going to have to spend hours staring at someone's ass, it's going to be a woman's". First coined by the webcomic [http://www.pvponline.com PVP Online]. The ass staring defense generally does not apply to races that would not ordinarily sexually appeal to human beings (like Tauren in [[World of Warcraft]]). | ||
− | :Addendum: [http://pvponline.com/ | + | :Addendum: [http://www.pvponline.com/article/2009/Tue-Jun-01?y=2004 Here's the original strip that spawned this term.] |
==B== | ==B== | ||
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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 | + | ;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. |
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− | ;Big Lebowski Theory of Roleplayer Types: This theory holds that the movie The Big Lebowski has many characters who resemble strongly certain types of players. There is The Dude, the guy who just shows up to hang with his buddies, and doesn't really know the rules or anything. There's Walter, the guy who always plays the fighter, argues about stats for weapons and "realism", and loudly threatens anyone who disagrees with him, fails to show up to the game on time, etc. And there's Donny, a quiet but sociable guy who | + | ;Big Lebowski Theory of Roleplayer Types: First espoused by Kyle Schuant, aka Jim Bob on the forums. This theory holds that the movie The Big Lebowski has many characters who resemble strongly certain types of players. There is The Dude, the guy who just shows up to hang with his buddies, and doesn't really know the rules or anything. There's Walter, the guy who always plays the fighter, argues about stats for weapons and "realism", and loudly threatens anyone who disagrees with him, fails to show up to the game on time, etc. And there's Donny, a quiet but sociable guy who migh talk more often, but Walter keeps saying, "STFU, Donny." For more evidence of how these characters are like roleplayers, see, [http://www.imdb.com/title/tt0118715/quotes quotes] from the movie. |
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− | ;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 fora. 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. |
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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. | ;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]] author Dr. Rebecca Borgstrom, Ph.D (computer science) (also known as R. Sean Borgstrom, author of "Nobilis", "Exalted: the Fair Folk", and other works) 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''. | + | :Origin: Taken, possibly unfairly, from the name of the [[RPG]] author Dr. Rebecca Borgstrom, Ph.D (computer science) (also known as R. Sean Borgstrom, author of "Nobilis", "Exalted: the Fair Folk", and other works) 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''. |
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#When applied to a game: a game system with mechanics that fail to operate as they should or as the speaker feels they should. Especially, mechanics which fail to emulate the genre in which the game is set (or the property on which the game is based, in the case of licensed games). | #When applied to a game: a game system with mechanics that fail to operate as they should or as the speaker feels they should. Especially, mechanics which fail to emulate the genre in which the game is set (or the property on which the game is based, in the case of licensed games). | ||
#When applied to a character: a character whose deficiencies and flaws greatly outweigh their abilities or usefulness. Sometimes due to a player wishing to play an incompetent, but often implying that the player thinks that his role-playing is superior to the other players and is taking a useless character as a handicap. Alternately, a character who is such a pathetic figure that they are doomed (i.e. most Unknown Armies spellcasters) but entertaining to play in the short term. (See related term "[[RPG_Lexica:GHI|Gimp]]") | #When applied to a character: a character whose deficiencies and flaws greatly outweigh their abilities or usefulness. Sometimes due to a player wishing to play an incompetent, but often implying that the player thinks that his role-playing is superior to the other players and is taking a useless character as a handicap. Alternately, a character who is such a pathetic figure that they are doomed (i.e. most Unknown Armies spellcasters) but entertaining to play in the short term. (See related term "[[RPG_Lexica:GHI|Gimp]]") | ||
− | #When applied to a scenario: when players side-step the GM's carefully structured plot by using an entirely unexpected | + | #When applied to a scenario: when players side-step the GM's carefully structured plot by using an entirely unexpected appraoch and solving or avoiding the problem at the start of play. |
− | #As a catch-all: "wrong," bad and | + | #As a catch-all: "wrong," bad and simultaniously despised and disregarded for vague and ambiguous reasons. Compare with '''bad wrong fun''', something "wrong" and "bad" but ''liked''. |
#Applied to a character who has used the system and/or its loopholes to such a degree to make said character more effective than their level/points would suggest. See [[RPG_Lexica:MNO|Min-Max]]. | #Applied to a character who has used the system and/or its loopholes to such a degree to make said character more effective than their level/points would suggest. See [[RPG_Lexica:MNO|Min-Max]]. | ||
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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 | + | ;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. (Camping differs from ''Turtling'' (q.v.) in that a turtle avoids any proactive action at all, whereas a camper makes a proactive decision to wait.) |
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− | ; | + | ;Candy Man: This term is borrowed slang from the street, where a candy man is a physician that prescribes medications as the patient's request without peroperly determining if the patient is in need of the prescription medication. In gaming, a candy man is a referee that awards gratitious amounts of experience, treasure, equipment, and magic items to the characters, which are not commensurate with the difficult of the adventure. See also [[RPG_Lexica:MNO|Monty Haul]]. |
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− | ;Captain Teflon Psycho: | + | ;Captain Teflon Psycho: Term coined by Kyle Schuant, aka Jim Bob on the forums, to describe the stereotypical character everyone creates at least once: the character with no friends, no family, no backstory, one who cares for no-one. Typically they have no "positive" social "flaws" in a point-buy system, never choosing such as Honesty, Loyalty, Charitable, etc. Frequently they choose flaws such as Beserk and Bloodlust. |
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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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− | ;Cheetoism: '' We game for the snacks. And also the dice. But mostly, just to hang out with friends and tell tall stories. Rpg books are just a bunch of guidelines for how to tell your tall stories, and give you a fair excuse to roll lots of dice and eat cheetos. To make your games more fun, talk to your group. In any game, it's part social, part game. For most gamers, it's social first, game second. Game first, social second - that's for people that get paid to do it. Mike Jordan never said to his coach, "but it's just a game, who cares about the rules." he took it seriously, because of money. Well, give me ten million bucks a year to roleplay, and I'll take it seriously, too.Until then, I am a Cheetoist. That's it.'' | + | ;Cheetoism: a philosophy of gaming developed by Kyle Schuant, aka Jim Bob on the forums.'' We game for the snacks. And also the dice. But mostly, just to hang out with friends and tell tall stories. Rpg books are just a bunch of guidelines for how to tell your tall stories, and give you a fair excuse to roll lots of dice and eat cheetos. To make your games more fun, talk to your group. In any game, it's part social, part game. For most gamers, it's social first, game second. Game first, social second - that's for people that get paid to do it. Mike Jordan never said to his coach, "but it's just a game, who cares about the rules." he took it seriously, because of money. Well, give me ten million bucks a year to roleplay, and I'll take it seriously, too.Until then, I am a Cheetoist. That's it.'' |
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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. |
− | ;Cleric problem: In D&D, a problem | + | ;Cleric problem: In D&D, a problem encountred during character generation where no-one wants to play a Cleric, but the Cleric is a crucially important role for the survivability and success of the party. This is because, while a Cleric usually plays a very important support role in an adventuring group, dispensing crucial healing and [[buffs]], he is otherwise somewhat limited in his combat powers and abilities. More generally, the Cleric problem can be extended to any role or power which is important for the group but not particularly exciting for whichever player ends up having to take it on. The Cleric problem can be solved by providing these support roles with cool abilities of their own, or making their support natures less of a drain on their effectiveness other, more exciting spheres. |
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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. |