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− | ;Meat shield: Derogatory term for a fighter or NPC which is notionally used to protect the more vulnerable spellcasters in a party from harm, as a metal or wooden shield protects a fighter from harm | + | ;Meat shield: Derogatory term for a fighter or NPC which is notionally used to protect the more vulnerable spellcasters in a party from harm, as a metal or wooden shield protects a fighter from harm. |
;Mecha:In anime, a term for mechanical powersuits or robots (often humanoid). A popular feature of anime-styled role-playing games, such as [[Votoms]] or [[Bubblegum Crisis]], which are based on their respective anime series. Usually large and powerful enough to wipe out most conventional combatants (even tanks) by themselves. Also, used specifically to refer to games where mecha play a major part, such as [[BattleTech]]. | ;Mecha:In anime, a term for mechanical powersuits or robots (often humanoid). A popular feature of anime-styled role-playing games, such as [[Votoms]] or [[Bubblegum Crisis]], which are based on their respective anime series. Usually large and powerful enough to wipe out most conventional combatants (even tanks) by themselves. Also, used specifically to refer to games where mecha play a major part, such as [[BattleTech]]. | ||
:It's worth noting that, in anime, where the term comes from, "mecha" is simply short for "mechanical" and the term is used for all mechanical devices. So, a bicycle is a "mecha" by that definition. However, the westernized version of the term is almost universally used to describe a futuristic or otherwise non-standard vehicle which usually has a semi-humanoid form, like a giant pilotable humanoid robot. | :It's worth noting that, in anime, where the term comes from, "mecha" is simply short for "mechanical" and the term is used for all mechanical devices. So, a bicycle is a "mecha" by that definition. However, the westernized version of the term is almost universally used to describe a futuristic or otherwise non-standard vehicle which usually has a semi-humanoid form, like a giant pilotable humanoid robot. | ||
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;Mega-damage: Generically, enough damage to kill a human being instantly, see also [[fine red mist]] and [[chunky salsa]]. Specifically, a (dubious) trademark of Palladium Books indicating vehicle-scaled damage; because of the lack of rigorous design rules in Palladium there are such things as mega-damage personal weapons and body armor. Most egregiously visible in [[Rifts]]. | ;Mega-damage: Generically, enough damage to kill a human being instantly, see also [[fine red mist]] and [[chunky salsa]]. Specifically, a (dubious) trademark of Palladium Books indicating vehicle-scaled damage; because of the lack of rigorous design rules in Palladium there are such things as mega-damage personal weapons and body armor. Most egregiously visible in [[Rifts]]. | ||
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;Metaplot: This concept exists on two levels. On the smaller, local level, it refers to the greater narrative the GM is using to connect the group's individual adventures and make them relevant to the campaign world. On the larger, commercial level it describes the tendency of professional game companies to alter their published settings over time via events described in published supplements. | ;Metaplot: This concept exists on two levels. On the smaller, local level, it refers to the greater narrative the GM is using to connect the group's individual adventures and make them relevant to the campaign world. On the larger, commercial level it describes the tendency of professional game companies to alter their published settings over time via events described in published supplements. | ||
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;Min-max, min-maxing: To carefully tweak a '''[[character]]''' during '''chargen''' 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. | ;Min-max, min-maxing: To carefully tweak a '''[[character]]''' during '''chargen''' 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. | ||
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− | ;Mob: An [[NPC]], in particular one who performs limited ranges of simplistic | + | ;Mob: An [[NPC]], in particular one who performs limited ranges of simplistic behaviour. Used in online [[RPG]]s to identify NPCs who are automatically controlled by the game program, rather than those who are played by human [[GM]]s. |
:Origin: Short form of ''mobile'', the term coined by Richard Bartle for these characters in early computer RPGs. On reading the research paper which coined the term, one of the reviewers is said to have thought this a "beautiful analogy to those hanging toys used in baby's cribs, which move around seemingly as if alive, in spite of being constructed of mechanical parts". Bartle replied that this was indeed a beautiful analogy, and he would have been delighted if he had thought of it; he used the term "mobile" simply to indicate that they could move, which other computer-controlled objects couldn't. | :Origin: Short form of ''mobile'', the term coined by Richard Bartle for these characters in early computer RPGs. On reading the research paper which coined the term, one of the reviewers is said to have thought this a "beautiful analogy to those hanging toys used in baby's cribs, which move around seemingly as if alive, in spite of being constructed of mechanical parts". Bartle replied that this was indeed a beautiful analogy, and he would have been delighted if he had thought of it; he used the term "mobile" simply to indicate that they could move, which other computer-controlled objects couldn't. | ||
− | + | ;Mook: An adversary whose power is significantly beneath that of any single player character and has no real chance of inflicting serious harm. Not so much a full antagonist as an obstacle or dramatic device, whose only purpose is to make the heros look good by being easy to defeat. Often a faceless member of a horde. Two classic non-rpg examples of mooks can be found in cinema: the gangs of masked ninja rushing at the heroes of countless old kung-fu movies, and the stormtroopers of [[Star Wars]]. As a gaming term, the word originates in [[Feng Shui]], which has rules for simulating the disposable nature of "mooks" as opposed to more competent "named characters". More and more games are making a distinction between mooks and more substantial opponents. | |
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− | ;Mook: An adversary whose power is significantly beneath that of any single player character and has no real chance of inflicting serious harm. Not so much a full antagonist as an obstacle or dramatic device, whose only purpose is to make the | ||
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;Mundane:also '''Norm''' (short for "Normal"); specific games or settings may have their own term (such as "baseline" in the [[Aberrant]] world) | ;Mundane:also '''Norm''' (short for "Normal"); specific games or settings may have their own term (such as "baseline" in the [[Aberrant]] world) | ||
#''In'' games, someone of merely human ability, in contrast to those with super abilities or enhancements (i.e., the [[PC]]s, usually). | #''In'' games, someone of merely human ability, in contrast to those with super abilities or enhancements (i.e., the [[PC]]s, usually). | ||
− | #By extension, ''Outside of'' games, refers to some one outside the "fandom", i.e., one who does not game, and isn't interested in the things gamers are (such as sci-fi, anime, et cetera; see '''Geek''') | + | #By extension, ''Outside of'' games, refers to some one outside the "fandom", i.e., one who does not game, and isn't interested in the things gamers are (such as sci-fi, anime, et cetera; see '''Geek''') |
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;Murphy's Law:"Anything that can go wrong, will." The premier law of the universe. | ;Murphy's Law:"Anything that can go wrong, will." The premier law of the universe. | ||
− | :Notes: What most people call Murphy's Law (above) is actually Finagle's Law (or, in the UK, Sod's Law). Murphy's Law is more specific: "If there are two or more ways to do something, and one of those ways will result in disaster, someone will do it." It was originally "If that guy has any way of making a mistake, he will"--referring to the technician who had just placed a series of sensors the wrong way around on the test subject of an | + | :Notes: What most people call Murphy's Law (above) is actually Finagle's Law (or, in the UK, Sod's Law). Murphy's Law is more specific: "If there are two or more ways to do something, and one of those ways will result in disaster, someone will do it." It was originally "If that guy has any way of making a mistake, he will"--referring to the technician who had just placed a series of sensors the wrong way around on the test subject of an accelleration experiment. Edward Murphy - then a Major in the United States Air Force - was the lead scientist. |
:Murphy's Law is in this lexicon because, since RPGs are simulations of important (fake) events in people's (fake) lives, it crops up a ''lot.'' In particular, when making an elaborate plan, it is often necessary to include contingency plans in case of a [[RPG_Lexica:DEF|fumble]] at a critical moment. (See [[RPG_Lexica:VWX|Whiff]] for further details) | :Murphy's Law is in this lexicon because, since RPGs are simulations of important (fake) events in people's (fake) lives, it crops up a ''lot.'' In particular, when making an elaborate plan, it is often necessary to include contingency plans in case of a [[RPG_Lexica:DEF|fumble]] at a critical moment. (See [[RPG_Lexica:VWX|Whiff]] for further details) | ||
:See also: [http://en.wikipedia.org/wiki/Murphy%27s_Law WikiPedia's entry on "Murphy's Law"] | :See also: [http://en.wikipedia.org/wiki/Murphy%27s_Law WikiPedia's entry on "Murphy's Law"] | ||
− | ;Murphy's Rule: (or just "Murphy"). A game rule which has bizarre or | + | ;Murphy's Rule: (or just "Murphy"). 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 "murphy" 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: |
* In ''[[Dungeons & Dragons]]'', [[character]]s have a "Dexterity" 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; | * In ''[[Dungeons & Dragons]]'', [[character]]s have a "Dexterity" 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; | ||
* In ''[[The Riddle of Steel]]'', in character generation the [[player]] must rank several properties of their character in order of importance. Ranking "social standing" last results in the [[PC]] being a slave. 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; | * In ''[[The Riddle of Steel]]'', in character generation the [[player]] must rank several properties of their character in order of importance. Ranking "social standing" last results in the [[PC]] being a slave. 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; | ||
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==N== | ==N== | ||
− | ;Naked Dwarf Syndrome: A | + | ;Naked Dwarf Syndrome: A "Murphy's Rule (see above) from [[Warhammer Fantasy Roleplay]] First Edition. It arose from the fact that armour and the Toughness stat were both subtracted from damage. Since Toughness differences were higher than the maximum armour value, a naked Dwarf was less likely to take damage from an attack than a human in full armour. |
− | ;Negative critical: A case where a ''critical'' result on a dice roll, which is normally the best possible, can have a negative effect on a player. An example is a PC attempting to deliberately lightly wound another PC who accidentally rolls a critical hit and kills them | + | ;Negative critical: A case where a ''critical'' result on a dice roll, which is normally the best possible, can have a negative effect on a player. An example is a PC attempting to deliberately lightly wound another PC who accidentally rolls a critical hit and kills them. Although in line with the original intent of a critical hit, some groups instead play that a critical is always successful by whatever standard of success the player wishes, so in this case a critical would actually do only a small amount of damage. |
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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 websites, | + | ;Ninja: A term with multiple different meanings, mostly derived either from the real myths surrounding Ninjas or from the famous spoof websites, [http://www.realultimatepower.net "Real Ultimate Power"] and [http://www.ninjaburger.com "Ninja Burger"]. |
* As a noun, used with the original meaning: the Japanese term for an assassin, particularly one making use of stealth. | * As a noun, used with the original meaning: the Japanese term for an assassin, particularly one making use of stealth. | ||
* As a noun, any character designed around the concepts of stealth, hand-to-hand combat, and one-hit kills. | * As a noun, any character designed around the concepts of stealth, hand-to-hand combat, and one-hit kills. | ||
− | * As a noun, a character which is sought-after for "coolness" value, and whose | + | * As a noun, a character which is sought-after for "coolness" value, and whose abilites are overestimated, even if irrelevant or ineffective in the particular situation or setting. ("Of course I can dodge the bullets of a machine-gun on full auto - I'm a ''ninja''!") |
* As an adjective, sneaky or cunning. | * As an adjective, sneaky or cunning. | ||
* As an adjective, highly skilled in general. | * As an adjective, highly skilled in general. | ||
* As a verb, to accomplish something in a highly skillful or spectacular way. | * As a verb, to accomplish something in a highly skillful or spectacular way. | ||
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;No Myth: Play operating under a social contract in which all players and the GM acknowledge that the [[RPG_Lexica:GHI|Impossible Thing Before Breakfast]] is impossible, and also acknowledge that the GM cannot maintain every detail of the world or universe at once. The goal is to eliminate railroading from the roleplay experience, and move the things which railroading is intended to prevent (players running amok and destroying the plot, or demanding things the GM can't know) into the social contract. | ;No Myth: Play operating under a social contract in which all players and the GM acknowledge that the [[RPG_Lexica:GHI|Impossible Thing Before Breakfast]] is impossible, and also acknowledge that the GM cannot maintain every detail of the world or universe at once. The goal is to eliminate railroading from the roleplay experience, and move the things which railroading is intended to prevent (players running amok and destroying the plot, or demanding things the GM can't know) into the social contract. | ||
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==O== | ==O== | ||
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;OGL Heartbreaker: A game which, although it has an original world, uses an open-licensed gaming system or variation thereof instead of a system that is unique to that game world. Typically called a "Heartbreaker" because either the system used proves to be a poor means for conveying the intended feel of the setting, or it has no hope of finding a niche in the market because the generic system chosen already has a market leading game in the same genre. | ;OGL Heartbreaker: A game which, although it has an original world, uses an open-licensed gaming system or variation thereof instead of a system that is unique to that game world. Typically called a "Heartbreaker" because either the system used proves to be a poor means for conveying the intended feel of the setting, or it has no hope of finding a niche in the market because the generic system chosen already has a market leading game in the same genre. | ||
;One Roll Engine: A unique [[dice]] system designed by Greg Stolze and used in the game ''[[Godlike]]''. Rather than trying to match a particular target number, the player rolls a number of dice based on their [[character]]'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 ''two'' results: the number of dice that matched, and the value they matched on. | ;One Roll Engine: A unique [[dice]] system designed by Greg Stolze and used in the game ''[[Godlike]]''. Rather than trying to match a particular target number, the player rolls a number of dice based on their [[character]]'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 ''two'' results: the number of dice that matched, and the value they matched on. | ||
− | :Note: | + | :Note: this system is copyrighted, so you must seek the author's permission to use it in any game you are designing. |
− | ;One True: A sarcastic term used to imply that a particular system, rule, or principle is being advocated above all others, as in "the One True System" or "the One True Way". | + | ;One True: A sarcastic term used to imply that a particular system, rule, or principle is being advocated above all others, as in "the One True System" or "the One True Way". |
;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). | ;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). | ||
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:See also: '''Exploding Dice''' | :See also: '''Exploding Dice''' | ||
− | ;Ouija board gaming: Any form of gaming in which the players have a strong expectation and desire for what they want out of the game, but refuse to take direct action to obtain it in the belief that it should "arise naturally" from other play. A classic example is players who want engaging and heroic stories but actually play highly gamist systems, many of which actually | + | ;Ouija board gaming: Any form of gaming in which the players have a strong expectation and desire for what they want out of the game, but refuse to take direct action to obtain it in the belief that it should "arise naturally" from other play. A classic example is players who want engaging and heroic stories but actually play highly gamist systems, many of which actually penalise heroic play, in the hope that a engaging or heroic plot points will arise by chance as a result of the operation of the standard gamist rules (for example, a PC attempting a valuable task they have little chance of succeeding on and getting a lucky roll - the problem being that most of the time, the PC will not get a lucky roll and the valuable task will fail, hurting the developing plot). The term was coined by Ron Edwards as an analogy to the boards supposedly used by mediums to contact spirits, where all participants in a session want the glass to move (so that there's a point to the session) but none want to move it (because doing so would confound the idea that the glass is being moved by supernatural forces). |
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