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;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]].
  
;Metagaming: Basing decisions in the game upon information only available outside the game. The archetypal example is a player who memorizes the weaknesses of the various enemies in the game, and always chooses the most effective form of attack, even against enemies the character has never before encountered. As another example, many groups base their combat strategies at least to some extent on the tacit assumption that in a game run by a "fair" GM all encounters will be appropriately scaled to the party's experience and skill (as opposed to, more sensibly, fleeing when attacked by opponents of unknown strength).
 
  
 
;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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;Mob: An [[NPC]], in particular one who performs limited ranges of simplistic behavior.  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.   
 
;Mob: An [[NPC]], in particular one who performs limited ranges of simplistic behavior.  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.
 
 
;(blank)-monkey:In RPG terms, a character who is so centered around (blank) that that basically defines their character, often but not always at the expense of everything else.  Examples: "skill-monkey", someone who has learned a lot about many things; "dex(terity)-monkey", a character who has sharpened their reflexes and/or hand-eye coordination to ridiculous levels; and "combat-monkey", a character who seems to do nothing but fight, and is therefore very good at it, seemingly to the exception of everything else.
 
  
  
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#''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''').  LARPers and other strangely dressed (or acting) gamers are often warned to "stop scaring the mundanes".
 
#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''').  LARPers and other strangely dressed (or acting) gamers are often warned to "stop scaring the mundanes".
 
 
;Murder Hobos: Pejorative term for characters who have no real reason or motive for performing their actions; they simply show up, having walked down a road, and murder whatever non-humanoid thing is causing the problem. Such characters are rarely given backstory enough to give them things like homes or families, giving them an impression of homelessness.
 
  
  
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==N==
 
==N==
  
;Naked Dwarf Syndrome: A [[Murphy's Rule]]  from [[Warhammer Fantasy Roleplay]] First Edition. It arose from the fact that armor and the Toughness stat were both subtracted from damage. Since Toughness differences were higher than the maximum armor value, a naked Dwarf was less likely to take damage from an attack than a human in full armor.  See also the '''Bulletproof Nudity''' rule in GURPS 3e.
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;Naked Dwarf Syndrome: A "Murphy's Rule (see above) from [[Warhammer Fantasy Roleplay]] First Edition. It arose from the fact that armor and the Toughness stat were both subtracted from damage. Since Toughness differences were higher than the maximum armor value, a naked Dwarf was less likely to take damage from an attack than a human in full armor.
  
  
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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, as well as [http://www.ninjaburger.com "Ninja Burger"].
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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, [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.   
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;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: the author claims this system is copyrighted, but U.S. law explicitly states that the rules and methods of playing a game are not copyrightable (http://www.copyright.gov/fls/fl108.html).
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:Note: this system is copyrighted, so you must seek the author's permission to use it in any game you are designing.
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:(Drive by Note by a non-lawyer: Copyrights protect expressions, patents protect ideas. If you copied the exact text this person wrote in his book into your RPG book, you'd be violating copyright, if you reworded it like the example above does, you don't. The gentleman would have to have a patent on his idea, in which case you'd have to get a license to use it in which ever region he has a patent on it in (patents aren't world-wide) if you wished to use it in that region. A search on the US patent database would turn this up if he has put a patent on it in the US.)
  
  

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