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;Game Balance:  A catch-all term for a range of different properties which are considered desirable in a game system, related to ensuring that the game exhibits fairness and scope for creativity.  Typically, these will include ensuring that each player is able to contribute an equal amount to the game (the ''Decker problem'' is an example of a failure of this); ensuring that encounters are difficult enough to be challenging but not overwhelming; ensuring that no particular game ability is necessary for every character; and similar.
 
;Game Balance:  A catch-all term for a range of different properties which are considered desirable in a game system, related to ensuring that the game exhibits fairness and scope for creativity.  Typically, these will include ensuring that each player is able to contribute an equal amount to the game (the ''Decker problem'' is an example of a failure of this); ensuring that encounters are difficult enough to be challenging but not overwhelming; ensuring that no particular game ability is necessary for every character; and similar.
  
:Occasionally used in other places as an attack against systems that players think borrowed too much from the MMO genre and video games in general. Most often seen in System Wars between people who think that Dungeons and Dragons 4th Edition was a decent system with a few flaws and people who think it was the World of Warcraft edition.
 
  
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;Game That Must Not Be Named, The: The role-playing game FATAL. The "...Not Be Named" label was possibly coined by Kyle Schuant, a/k/a "JimBob" on the RPG.net forum, presumably as a reference to Voldemort's appellation in the Harry Potter novels. The wordy phrase is often abbreviated to '''TGTMNBN'''. FATAL itself stood for "Fantasy Adventure To Adult Lechery" in the game's first edition, but was subsequently changed to "From Another Time, Another Land". FATAL "Must Not be Named" because of two inter-related reasons. First, because mentioning this game on certain web sites all but guarantees the start of a flame war about it, possibly including vigorous and verbally aggressive defense from the game's authors. Second, because by most standards of basic game design and even social decency the game is truly, truly awful. It is not just poorly conceived and written, but outright offensive.
  
;Game That Must Not Be Named, The: The role-playing game FATAL. The wordy phrase is often abbreviated to '''TGTMNBN'''. FATAL itself stood for "Fantasy Adventure To Adult Lechery" in the game's first edition, but was subsequently changed to "From Another Time, Another Land". FATAL "Must Not be Named" because of two inter-related reasons. First, because mentioning this game on certain web sites all but guarantees the start of a flame war about it, possibly including vigorous and verbally aggressive defense from the game's authors. Second, because by most standards of basic game design and even social decency the game is truly, truly awful. It is not just poorly conceived and written, but outright offensive.
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:The most infamous and prevalent form of objectionable material is FATAL's bizarre and juvenile sexual content. For instance, character creation includes the calculation of statistics such as "Areola Size", "Vaginal Circumference Potential", and "Hymen Resistance". Worse, the game blithely condones rape as a character activity and contains many other instances of blatant misogyny, not to mention casual racism. Of secondary concern is the monstrously overcomplicated rules system, which requires unwieldy dice rolls, convoluted mathematical formula and tables for everything the designer could conceivably make one for, many of which are bizarre, such as the infamous Magical Fumbles Table and, again, sexually obsessive, such as a formula for increased penile penetration during a certain position of intercourse.  
  
:The most infamous and prevalent form of objectionable material is FATAL's bizarre and juvenile sexual content. For instance, character creation includes the calculation of statistics such as "Areola Size", "Hymen Resistance", and the infamous "Anal" and "Vaginal Circumference Potential". Worse, the game blithely condones rape as a character activity and contains many other instances of blatant misogyny, not to mention casual racism - for example. magic items included cursed armour types which would transform PCs into racial stereotypes. Of secondary concern is the monstrously overcomplicated rules system, which requires unwieldy dice rolls, convoluted mathematical formula and tables for everything the designer could conceivably make one for, many of which are bizarre, such as the infamous Magical Fumbles Table and, again, sexually obsessive, such as a formula for increased penile penetration during a certain position of intercourse.
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:If such a thing is possible, FATAL generated further controversy via the infamous [http://atrocities.primaryerror.net/fatal.html "S&M" review]: the long, extensive, profanity-strewn (and, in its own way, screamingly funny) RPG.net review by Darren MacLennan and Jason Sartin in which they basically rip the game a new one.  Two of the authors of FATAL--Byron Hall, the primary author and editor, and "Burnout"--wrote a rebuttal to the review, and posted it on the web; a copy of this [[FATALReviewRebuttal|"Childish Review and Author's Defense of F.A.T.A.L."]] is saved on this Wiki.
 
 
:If such a thing is possible, FATAL generated further controversy via the infamous [http://www.rpg.net/reviews/archive/14/14567.phtml "S&M" review]: the long, extensive, profanity-strewn (and, in its own way, screamingly funny) RPG.net review by Darren MacLennan and Jason Sartin in which they basically rip the game a new one.  Two of the authors of FATAL--Byron Hall, the primary author and editor, and "Burnout"--wrote a rebuttal to the review (in which they nitpick over the tone while failing to address any of the points the review makes), and posted it on the web; a copy of this [[FATALReviewRebuttal|"Childish Review and Author's Defense of F.A.T.A.L."]] is saved on this Wiki.
 
  
  
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;Gazebo:  In addition to the common meaning of a pagoda or turret built to offer an attractive view, also a reference to a famous gamer comedy story: [http://web.archive.org/web/20080420121621/http://www.geocities.com:80/rpgsig/articles/gazebo.html ''Eric and the Gazebo''], written (and copyrighted!) by Richard Arenson.  In the story, the [[GM]] of a group tells them that they see a gazebo in a field they are approaching.  One of the [[player]]s - Eric - does not know what a gazebo is; he therefore assumes it to be a monster and attempts to engage it in combat (which ends with Eric fleeing after multiple magical arrows amazingly failed to wound the gazebo).  Used as a jokey reference to an unknown creature, or to something which has been attacked by mistake.
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;Gazebo:  In addition to the common meaning of a pagoda or turret built to offer an attractive view, also a reference to a famous gamer comedy story: [http://www.geocities.com/rpgsig/articles/gazebo.html ''Eric and the Gazebo''], written (and copyrighted!) by Richard Arenson.  In the story, the [[GM]] of a group tells them that they see a gazebo in a field they are approaching.  One of the [[player]]s - Eric - does not know what a gazebo is; he therefore assumes it to be a monster and attempts to engage it in combat (which ends with Eric fleeing after multiple magical arrows amazingly failed to wound the gazebo).  Used as a jokey reference to an unknown creature, or to something which has been attacked by mistake.
 
:By extension, may also be used to refer to a part of a description that does ''not'' have any in-game effect, to differentiate it from those that do (i.e., what the mention of the gazebo ''should'' have been).  Usage: "Should we ask the priests if they can help us against those 'spooky shadows' we saw?" "Naah, I think it was just a gazebo."
 
:By extension, may also be used to refer to a part of a description that does ''not'' have any in-game effect, to differentiate it from those that do (i.e., what the mention of the gazebo ''should'' have been).  Usage: "Should we ask the priests if they can help us against those 'spooky shadows' we saw?" "Naah, I think it was just a gazebo."
 
    
 
    
  
;Get Medieval: to be exceptionally violent toward something or someone.  See '''"I'm going to get medieval on his ass"''' From the Quentin Tarantino film ''Pulp Fiction'', used by gang boss Marcellus Wallace to the men he's just escaped from.
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;Get Medieval: to be exceptionally violent toward something or someone.  See '''"I'm going to get medieval on his ass"'''
  
  
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;Geek social fallacies:  A list of five fallacies, originally presented in an essay by Michael Suileabhain-Wilson, supposedly indicating classic social errors made by "geek" types and responsible for the stereotypically dysfunctional interactions of such groups. The five geek social fallacies are:
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;Geek social fallacies:  A list of five fallacies, originally presented in an essay by Michael Suileabhain-Wilson, supposedly indicating classic social errors made by "geek" types. The five geek social fallacies are a) that nobody, friend or otherwise, must be excluded or ostracized from anything; b) that friends may never criticise friends; c) that friends must put their friendship above all else; d) that a friend-of-a-friend is a friend (thus, all of one's friends must be friends with each other or something is critically wrong); and e) that friends must involve friends in all activities they do.  Most geeks do not believe all five fallacies, but the fallacies are particularly toxic in combination. For example, if a friend-of-a-friend is a friend, and all friends must be involved in activities, then every outing is a huge crowd; similarly, if exclusion is disallowed and friends may not criticize, then people with hideous habits are allowed to continue to do them without being told that they are, in fact, being offensive.
# Acceptance is forever. Once initially accepted by a peer group, one is a part of it indefienitely.
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:A copy of the original article is [http://sean.chittenden.org/humor/www.plausiblydeniable.com/opinion/gsf.html here].
# Friends may never criticize friends.
 
# Friends must put their friendship above all else.
 
# A friend-of-a-friend is a friend (thus, all of one's friends are expected to be friends with each other).
 
#Friends must involve friends in all activities they do.
 
  
: The fallacies are particularly toxic in combination. For example, if a friend-of-a-friend is a friend, and all friends must be involved in activities, then every outing must accommodate a huge crowd. Similarly, if exclusion is disallowed and friends may not criticize, then people with hideous habits are not just allowed to continue to do them, they are encouraged to inflict them on the group.
 
:A copy of the original article is [http://www.plausiblydeniable.com/opinion/gsf.html here].
 
  
 
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;G.I. Joe Rule: A rule in Palladiumbooks' Rifts Ultimate Edition RPG which states the last bit of armor worn by a character can stop any amount of incoming damage.  This means a character with 1 point of tatterred armor remaining can be struck by a nuclear bomb inflicting thousands of points of damage, yet the character will remain unharmed as the last bit of armor absorbs all of the attack.
;G.I. Joe Rule: A rule in Palladium books' Rifts Ultimate Edition RPG which states the last bit of armor worn by a character can stop any amount of incoming damage.  This means a character with 1 point of tattered armor remaining can be struck by a nuclear bomb inflicting thousands of points of damage, yet the character will remain unharmed as the last bit of armor absorbs all of the attack.
 
 
:This rule is called the "G.I. Joe Rule" after the 80's cartoon G.I. Joe where characters would always be seen ejecting unharmed from destroyed vehicles and characters remained completely unscathed amidst a hail of gunfire.
 
:This rule is called the "G.I. Joe Rule" after the 80's cartoon G.I. Joe where characters would always be seen ejecting unharmed from destroyed vehicles and characters remained completely unscathed amidst a hail of gunfire.
 
:Any RPG rule concocted in such a way as to prevent character harm under any circumstance, especially by bending reality to allow average humans to sustain hits by weapons of mass destruction, can be said to be a "G.I. Joe Rule."
 
:Any RPG rule concocted in such a way as to prevent character harm under any circumstance, especially by bending reality to allow average humans to sustain hits by weapons of mass destruction, can be said to be a "G.I. Joe Rule."
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;Glass-jawed ninja problem:An issue with games where attack damage is based on degree of success and dodging is an all or nothing defense based on rolling over the attack's degree of success.  This means that dodge-happy characters (ninjas) cannot suffer glancing blows or flesh wounds since any attack being good enough to beat their dodge score necessarily has a high enough degree of success that it cripples the ninja.  Most modern games avoid this problem by having dodging reduce the attackers degree of success even if it doesn't allow them to avoid the attack completely.
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;Glass ninja problem:An issue with games where attack damage is based on degree of success and dodging is an all or nothing defense based on rolling over the attack's degree of success.  This means that dodge-happy characters (ninjas) cannot suffer glancing blows or flesh wounds since any attack being good enough to beat their dodge score necessarily has a high enough degree of success that it cripples the ninja.  Most modern games avoid this problem by having dodging reduce the attackers degree of success even if it doesn't allow them to avoid the attack completely.
  
  
 
;GMPC
 
;GMPC
 
:'''G'''ame '''M'''aster [[player character|'''PC''']]
 
:'''G'''ame '''M'''aster [[player character|'''PC''']]
#An [[NPC]] that's controlled by the [[GM]] running the game for an extended period of time and participates in combat. May have "divine favor" if the GM feels he is critical to the story.
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#An [[NPC]] that's basically an avatar of the [[GM]] running the game.  Can be acceptable and even helpful if his "divine favor" is toned down and/or used in moderation, but more often becomes something like #2:
 
#Derogatory term for an 'uber' NPC, one who's abilities and assistance overshadow the [[PC]]s, who is still supposedly on the PCs 'side', but manages to dominate the game because of his "divine favor".
 
#Derogatory term for an 'uber' NPC, one who's abilities and assistance overshadow the [[PC]]s, who is still supposedly on the PCs 'side', but manages to dominate the game because of his "divine favor".
 
:Note: By "divine favor" I mean things like: die rolls being adjusted in his favor, access to the setting's "bigwigs", absolutely ''amazing'' equipment (say, artifacts in ''[[Dungeons & Dragons]]'' games), being able to break inconvenient rules ([[IC]] or [[OOC]]), et cetera.  Any time the GM may be said to be cheating in favor of "his" character, it's a GMPC. Also known as a '''Pet NPC'''.
 
:Note: By "divine favor" I mean things like: die rolls being adjusted in his favor, access to the setting's "bigwigs", absolutely ''amazing'' equipment (say, artifacts in ''[[Dungeons & Dragons]]'' games), being able to break inconvenient rules ([[IC]] or [[OOC]]), et cetera.  Any time the GM may be said to be cheating in favor of "his" character, it's a GMPC. Also known as a '''Pet NPC'''.
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;Graininess: Role-playing games almost universally use number scales to define characters. D&D, for example, uses the now classic 3-18 scale to rate six basic attributes, such that a character with a Strength of 14 is mightier than one with a rating of 8. From a design perspective, it can be advantageous to instead use a limited scale, such as 1-6, to help keep numbers manageable. The drawback is that with a lesser range, the steps become more significant, and it can become difficult to model characters who are only slightly better or worse than each other. Designers refer to this problem as Graininess, in reference to old poor quality photographs in which large grains of pigmentation were individually visible, and thus blurred the detail of the larger image.
 
;Graininess: Role-playing games almost universally use number scales to define characters. D&D, for example, uses the now classic 3-18 scale to rate six basic attributes, such that a character with a Strength of 14 is mightier than one with a rating of 8. From a design perspective, it can be advantageous to instead use a limited scale, such as 1-6, to help keep numbers manageable. The drawback is that with a lesser range, the steps become more significant, and it can become difficult to model characters who are only slightly better or worse than each other. Designers refer to this problem as Graininess, in reference to old poor quality photographs in which large grains of pigmentation were individually visible, and thus blurred the detail of the larger image.
:In some contexts, graininess refers to the number of differentiated skills or abilities that characters may take.  For example, a game with only one physical statistic (such as Body) is grainier than a game with three physical statistics (such as Strength, Agility, and Toughness).  The grainier method is faster, but makes it difficult to distinguish between characters who are tough but slow and those who are weaker, but lithe and quick, and usually requires some external method for making such distinctions.  By contrast, excessively "smooth" systems may require characters to be defined in terms of an unwieldy number of areas, which makes character generation slow, and produces unclear distinctions between abilities (such as Exalted, which includes both Perception and Awareness, and both Charisma and Manipulation).
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:In some contexts, graininess refers to the number of differentiated skills or abilities that characters may take.  For example, a game with only one physical statistic (such as Body) is grainier than a game with three physical statistics (such as Strength, Agility, and Toughness).  The grainier method is faster, but makes it difficult to distinguish between characters who are tough but slow and those who are weaker, but lithe and quick, and usually requires some external method for making such distinctions.  By contrast, excessively grainy systems may require characters to be defined in terms of an unwieldy number of areas, which makes character generation slow, and produces unclear distinctions between abilities (such as including both Presence and Charisma in the same system).
  
  
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;Gygax, Gygaxian: An adjective form of the name of one of the founders of the role-playing hobby, E. Gary Gygax.  When used as an adjective, Gygax's name indicates that the item so modified breaks some commonly held assumption about the world (often pertaining to the logical construction of an area). RPGnet member Steve Darlington once observed that a Gygaxian dungeon, for instance, often resembles a game of ''Let's Make a Deal'' as re-imagined by a homicidal SCAdian on PCP. ("Behind door number one: INSTANT DEATH! Behind door number 2: A magic crown! Behind door number 3: ten pounds of sugar being guarded by six giant KILLER BEES!") This style of design is generally earmarked by the following:
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;Gygax, Gygaxian: An adjective form of the name of one of the founders of the role-playing hobby, E. Gary Gygax.  When used as an adjective, Gygax's name indicates that the item so modified breaks some commonly held assumption about the world (often pertaining to the logical construction of an area). Notable RPGnet member Steve Darlington once observed that a Gygaxian dungeon, for instance, often resembles a game of ''Let's Make a Deal'' as reimagined by a homicidal SCAdian on PCP. It can also be used to describe an extremely overblown writing style which seems to imply excessive use of a thesaurus.  This "Gygaxian prose" is best exemplified by his work in the AD&D 1st edition Dungeon Masters Guide.
#Dungeons apparently designed solely for adventurers to adventure in, rather than a structure built for another purpose which has now been lost, forgotten, or re-purposed.
 
#The presence of monsters who, logically, have no business being where they are and would have starved to death without a constant stream of adventurers stumbling into them.
 
#Monsters which seem designed specifically to kill adventurers, such as a metamorph which lures prey by imitating a treasure chest.
 
#A profusion of remarkably deadly traps, particularly ones serving as punishment for seemingly random, innocent, and even logical actions; for example, a throne which automatically kills any character who sits in it without wearing the crown and holding the scepter, then proceeds to destroy said character's soul to prevent his resurrection.
 
#Traps which would tend to kill any residents who made a minor mistake such as stepping on the wrong tile or forgetting one's key.
 
#Cursed magic items which automatically kill or permanently harm a character attempting to use them, usually designed to function as expected until the user is in mortal danger, with the curse utterly undetectable until activated.
 
#An extremely overblown writing style which seems to imply excessive use of a thesaurus.  This "Gygaxian prose" is best exemplified by his work in the AD&D 1st edition Dungeon Masters Guide.
 
  
 
==H==
 
==H==
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;Hitpoint gain problem: A modeling difficulty arising from the use of [[hit point]]s.  In many [[game system]]s, as a [[character]] improves in skill, they also gain hit pointsThis is intended to represent the dramatic phenomenon, seen in many fantasy films and stories, whereby more heroic characters are capable of sustaining greater amounts of [[damage]] without being visibly affected. However, systems using hit points do not distinguish between types of damage where [[drama]] would not apply, leading to the situation of highly skilled characters being able to throw themselves off 100-foot cliffs without being hurt, because they will still have plenty of hit points spare after losing those that represent the damage from the fall.  
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;Hero: A [[RPG]] which was originally geared toward playing four-color supers (from comic books), then expanded to accommodate a variety of [[setting]]s and [[character]] typesCurrently in its Fifth Revised edition, it is published by [http://www.herogames.com Hero Games].
  
  
;Holding Tank: The notional part of an [[RPG]] club where new [[player]]s wait to become involved in games.  Because most RPG players tend to enjoy long-term [[campaign]]s with a fixed group of a particular size, new arrivals to a club or other RPG playing venue can find themselves with no game to play in because all other players are already involved in long-term campaigns that were established before the new player arrived.  The existence of the holding tank for RPGs, compared to other gaming hobbies such as miniatures or board gaming where it is not needed, is one of the reasons commonly referred to for the difficulty in recruiting new RPG players.
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;Hitpoint gain problem:  A modelling difficulty arising from the use of [[hit point]]s.  In many [[game system]]s, as a [[character]] improves in skill, they also gain hit points.  This is intended to represent the dramatic phenomenon, seen in many fantasy films and stories, whereby more heroic characters are capable of sustaining greater amounts of [[damage]] without being visibly affected.  However, systems using hit points do not distinguish between types of damage where [[drama]] would not apply, leading to the situation of highly skilled characters being able to throw themselves off 100-foot cliffs without being hurt, because they will still have plenty of hit points spare after losing those that represent the damage from the fall.
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;Holding Tank: The notional part of an [[RPG]] club where new [[player]]s wait to become involved in games.  Because most RPG players tend to enjoy long-term [[campaign]]s with a fixed group of a particular size, new arrivals to a club or other RPG playing venue can find themselves with no game to play in because all other players are already involved in long-term campaigns that were established before the new player arrived.  The existance of the holding tank for RPGs, compared to other gaming hobbies such as miniatures or board gaming where it is not needed, is one of the reasons commonly referred to for the difficulty in recruiting new RPG players.
  
  
 
;Horse Bombing: Abusing a magical or supernatural ability that creates objects, and is not intended to be used as an attack, by exploiting the offensive value of generally being able to create objects from thin air.  Examples include using a spell intended to provide food and water for allies, to create water or food inside an enemy's brain case; or the example that defines the term: using a spell that summons a horse for the caster to ride by casting it several hundred feet above a stationary or unaware enemy so that the horse falls on them at high velocity.
 
;Horse Bombing: Abusing a magical or supernatural ability that creates objects, and is not intended to be used as an attack, by exploiting the offensive value of generally being able to create objects from thin air.  Examples include using a spell intended to provide food and water for allies, to create water or food inside an enemy's brain case; or the example that defines the term: using a spell that summons a horse for the caster to ride by casting it several hundred feet above a stationary or unaware enemy so that the horse falls on them at high velocity.
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==I==
 
==I==
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;Impossible Thing Before Breakfast:  For the GM to maintain complete authorial control of the story while the players at the same time retain complete protagonist control of their characters.  That is, for both the players and GM to simultaneously run the game as exclusively "their" story. Although this paradox is often unintentionally presented as the ideal model for running RPGs, it is quite possibly impossible and attempts to achieve this unattainable situation have been responsible for a lot of failed role-playing. It's coinage as a term in RPG theory is by [[Ron Edwards]] - the phrase itself originated in ''Alice in Wonderland'', where the Queen tells Alice that "sometimes I've believed as many as six impossible things before breakfast." It's also possible that it entered the lexicon via Douglas Adams' ''Hitchhiker's Guide to the Galaxy'' series, where the advertising campaign for Milliways, a restaurant that exists at the end of the universe, is "If you've done six impossible things this morning, why not round it off with breakfast at Milliways, the Restaurant at the End of the Universe?"  
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;Impossible Thing Before Breakfast:  For the GM to maintain complete authorial control of the story while the players at the same time retain complete protagonist control of their characters.  That is, for both the players and GM to simultaneously run the game as exclusively "their" story. Although this paradox is often unintentionally presented as the ideal model for running RPGs, recent RPG theory states that it is impossible because it is contradictory, and attempts to achieve this unattainable situation have been responsible for a lot of failed role-playing. It's coinage as a term in RPG theory is by [[Ron Edwards]] - the phrase itself originated in ''Alice in Wonderland'', where the Queen tells Alice that "sometimes I've believed as many as six impossible things before breakfast."
  
  
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;IST''x''KO
 
;IST''x''KO
:Typically used in forum thread titles, an abbreviation for "I seek the ''x'' knowledge of", properly followed by the subject of inquiry. The variable ''x'' is the name of the forum, implying a request for the aid of the forum community as a whole. It seems to have originated on the RPGnet Tangency forum as "I summon the Tangency knowledge of" (later abbreviated "ISTTKO"), used by those seeking information on an obscure topic, often before even trying to Google for it. Replacing "Tangency" with a variable forum name came later; widely used on the RPGnet Open forum is ISTOKO (where ''x'' = Open, obviously). While this terminology originated on RPGnet, it is unknown to this contributor if its use has spread to other fora.
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:Typically used in forum thread titles, an abbreviation for "I seek the ''x'' knowledge of", properly followed by the subject of inquiry. The variable ''x'' is the name of the forum, implying a request for the aid of the forum community as a whole. It seems to have originated on the RPGnet Tangency forum as "I seek the Tangency knowledge of" (later abbreviated "ISTTKO"), used by those seeking information on an obscure topic, often before even trying to google for it. Replacing "Tangency" with a variable forum name came later; widely used on the RPGnet Open forum is ISTOKO (where ''x'' = Open, obviously). While this terminology originated on RPGnet, it is unknown to this contributor if its use has spread to other fora.
  
  

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