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;Gimp
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;Greg, to: In use usually as '''Gregging''' or to have been '''Gregged'''. When a established aspect or detail of a setting is contradicted or outright rewritten by the setting's creator, usually with little explanation and for reasons stemming from a change in the creator's personal aesthetics. Specifically this term refers to writer Greg Stafford's tendency to treat the Glorantha setting as a work in progress, despite the fact that it was first published over twenty years ago.
#A [[character]] who is incompetent to the point of near-unplayability in the early stages of a [[campaign]], because they are loaded down with abilities which are initially weak but become highly powerful once the character has advanced.  Typically, a ''gimp'' will count on advancing based on achievements made by other members of the party and becoming incredibly powerful; either gaining in power faster or becoming more powerful overall than a non-gimp character of similar design.  An example is the "venerable druid gimp" in ''[[Dungeons & Dragons]]'': a [[player]] can declare their druid character to be of venerable age, crippling their physical stats but improving their mental ones.  Such a druid will be almost useless in the early stages of a game, due to their vulnerability in combat; but once the druid gains the ability to shape-shift, they can shape-shift to a form with more powerful physical stats while still retaining the bonuses to spellcasting given by the high mental stats they got for being venerable.  Thus, such a character is a "gimp" up until they gain shape-shifting ability.
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;Gimp: #A [[character]] who is incompetent to the point of near-unplayability in the early stages of a [[campaign]], because they are loaded down with abilities which are initially weak but become highly powerful once the character has advanced.  Typically, a ''gimp'' will count on advancing based on achievements made by other members of the party and becoming incredibly powerful; either gaining in power faster or becoming more powerful overall than a non-gimp character of similar design.  An example is the "venerable druid gimp" in ''[[Dungeons & Dragons]]'': a [[player]] can declare their druid character to be of venerable age, crippling their physical stats but improving their mental ones.  Such a druid will be almost useless in the early stages of a game, due to their vulnerability in combat; but once the druid gains the ability to shape-shift, they can shape-shift to a form with more powerful physical stats while still retaining the bonuses to spellcasting given by the high mental stats they got for being venerable.  Thus, such a character is a "gimp" up until they gain shape-shifting ability.
 
#As a verb: to create a gimp character, or to plan for a character to be a gimp for certain periods.  
 
#As a verb: to create a gimp character, or to plan for a character to be a gimp for certain periods.  
 
#When a character is being created at a level of advancement higher than the normal start point, choosing combinations of abilities or skills for that character that would have rendered the character unplayable at lower advancement levels had the player actually played through them.  Gimping is one of the more common objections that some players and [[GM]]s have against the idea of characters starting the game having already advanced.
 
#When a character is being created at a level of advancement higher than the normal start point, choosing combinations of abilities or skills for that character that would have rendered the character unplayable at lower advancement levels had the player actually played through them.  Gimping is one of the more common objections that some players and [[GM]]s have against the idea of characters starting the game having already advanced.
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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).
 
: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).
 
 
;Greg, to: In use usually as '''Gregging''' or to have been '''Gregged'''. When a established aspect or detail of a setting is contradicted or outright rewritten by the setting's creator, usually with little explanation and for reasons stemming from a change in the creator's personal aesthetics. Specifically this term refers to writer Greg Stafford's tendency to treat the Glorantha setting as a work in progress, despite the fact that it was first published over twenty years ago.
 
  
  

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