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* TapOnTheHead: As this idea crops up occasionally in the novels, there are game rules for it.
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* KnuckleCracking: A typically ''self-confident'' example from Archchancellor Ridcully in a piece of flavor text:
-->''“The theurgic shielding is failing, Archchancellor!” said Ponder, clutching at his hat. “We have a divine incursion!”''\\
''“Gods?” Ridcully roared, “Gods, in here?” Then he paused, and cracked his knuckles. “Right,” he said, “we'll see about that . . .”''
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* SacredHospitality: As in the novels, the Klatchian and D’reg’s Codes of Honour are serious about hospitality: “If you take in a guest or ''are'' a guest, treat the hospitality as sacred for exactly 72 hours.” The Dark Lord’s Code puts a twisted spin on this: “Provide visiting heroes who aren't yet scheduled for the death-trap with comfortable lodgings, submissive servants, and a change of clothes.”

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* SacredHospitality: As in the novels, the Klatchian and D’reg’s Codes of Honour are serious about hospitality: “If you take in a guest or ''are'' a guest, treat the hospitality as sacred for exactly 72 hours.” The Conversely, the Dark Lord’s Code puts a twisted spin on this: this idea: “Provide visiting heroes who aren't yet scheduled for the death-trap with comfortable lodgings, submissive servants, and a change of clothes.”
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* SacredHospitality: As in the novels, the Klatchian and D’reg’s Codes of Honour are serious about hospitality: “If you take in a guest or ''are'' a guest, treat the hospitality as sacred for exactly 72 hours.” The Dark Lord’s Code puts a twisted spin on this: “Provide visiting heroes who aren't yet scheduled for the death-trap with comfortable lodgings, submissive servants, and a change of clothes.”
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Elements of the first edition are mapped onto one standard set of PlayerArchetypes [[http://www.firedrake.org/roger/rpg/munchkin.html#GURPSDiscworld here.]]
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* {{Oktoberfest}}: The game includes a scenario, "Sektoberfest in [=NoThingfjord"=], which combines the Literature/{{Discworld}}'s version of Oktoberfest with HornyVikings and UsefulNotes/{{Australia}}n backpackers, among other things.
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** As mentioned below, in the opening vignette to the first chapter of the second edition, the bard's spiel to Verence is basically the opening sentence of ''Literature/ThePheonixOnTheSword''.

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** As mentioned below, in the opening vignette to the first chapter of the second edition, the bard's spiel to Verence is basically the opening sentence of ''Literature/ThePheonixOnTheSword''.''Literature/ThePhoenixOnTheSword''.
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** As mentioned below, in the opening vignette to the first chapter of the second edition, the bard's spiel to Verence is basically the opening sentence of ''Literature/ThePheonixOnTheSword''.
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* GodsNeedPrayerBadly, one of the many tropes inherited from the novels, is represented by the "Faith Maintenance" character disadvantage.
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* CompellingVoice, which appears in the books, turns up here as a character advantage -- "Voice of Command".
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* ArcWelding: In the first edition's version of the adventure seed "Plumbing the Depths", mapping the Ankh-Morpork sewers was just something that seemed like it might be worth doing. In the second edition, it's all tied into the Undertaking from ''Discworld/MakingMoney'' and subsequent A-M books.

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* ArcWelding: In the first edition's version of the adventure seed "Plumbing the Depths", mapping the Ankh-Morpork sewers was just something that seemed like it might be worth doing.the brainchild of a lone eccentric inventor with a plan for an ox-drawn railway. In the second edition, it's all tied into the Undertaking from ''Discworld/MakingMoney'' and subsequent A-M books.

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* AFistfulOfRehashes: "A Fist Full of Tunes You can Whistle" (in ''Visions'' magazine and ''Discworld Also'').



* AFistfulOfRehashes: "A Fist Full of Tunes You can Whistle" (in ''Visions'' magazine and ''Discworld Also'').



* Main/TheIgor: After the setting acquired a whole ''caste'' of Igors, with unique abilities, ''Discworld Also'' added rules mechanics for them, with, for example, the "Patchwork Man" advantage encompassing their MixAndMatchMan nature.

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* Main/TheIgor: TheIgor: After the setting acquired a whole ''caste'' of Igors, with unique abilities, ''Discworld Also'' added rules mechanics for them, with, for example, the "Patchwork Man" advantage encompassing their MixAndMatchMan nature.nature.
* [[InscrutableOriental Inscrutable Auriental]]: Lacquered Tablet, the Agatean representative in Port Duck, has heard that foreigners think Agateans are inscrutable, and has decided it's a good idea.



* [[InscrutableOriental Inscrutable Auriental]]: Lacquered Tablet, the Agatean representative in Port Duck, has heard that foreigners think Agateans are inscrutable, and has decided it's a good idea.



* SdrawkcabAlias: In fact, one of the novels mentions that this is a common foible among Discworld vampires (a joke about the {{Alucard}} trope), but the game formalises the idea in the form of the quirk-level Delusion (Spelling My Name Backwards Disguises It Perfectly).



* SdrawkcabAlias: In fact, one of the novels mentions that this is a common foible among Discworld vampires (a joke about the {{Alucard}} trope), but the game formalises the idea in the form of the quirk-level Delusion (Spelling My Name Backwards Disguises It Perfectly).



* YouAllMeetInAnInn: In the second edition, one of the chapter-opening vignettes has the example characters meeting in Biers, where Angua is reluctantly assembling an adventuring party on behalf of the Patrician.



* YouAllMeetInAnInn: In the second edition, one of the chapter-opening vignettes has the example characters meeting in Biers, where Angua is reluctantly assembling an adventuring party on behalf of the Patrician.
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* ContractualGenreBlindness: A core stock feature of Discworld stories, but formalised here in game mechanics; an optional rules allows dark lords (and barbarian heroes) to get a few points off the cost of some of their character advantages if they take appropriate character disadvantages -- but if they fail to play to the disadvantages, they lose the advantages.
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* TheTimeOfMyths: The novels play with this trope, making the Discworld a fantasy world with its own Time of Myths in its distant past. The game not only picks that up, but also tends to treat the early, more SwordAndSorcery-style early novels as something of a Time of Myths from the point of view of the most recent novels (which fits with the implications of Discworld stories such as ''Discworld/TheLastHero'', after all). It even features a {{Parody}} of[=/=]ShoutOut to the classic Franchise/ConanTheBarbarian FramingDevice:
-->''“Know You, O Prince,” he began grandly in his Llamedese accent, “that between the years when the oceans drank Leshp and its brass gongs for the fifth or possibly sixth time, and the years of the rise of the Middle Classes, there was an Age undreamed of ...”''
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* SdrawkcabAlias: In fact, one of the novels mentions that this is a common foible among Discworld vampires (a joke about the {{Alucard}} trope), but the game formalises the idea in the form of the quirk-level Delusion (Spelling My Name Backwards Disguises It Perfectly).
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These books describe themselves as "officially unofficial", meaning that while they are a licensed product written in consultation with Sir Terry, he reserved the right to contradict them in the novels if he had a better idea. As such, they can be considered WordOfStPaul.

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These books describe themselves as "officially unofficial", meaning that while they are a licensed product written in consultation with Sir Terry, he reserved the right to contradict them in the novels if he had a better idea. As such, they can be considered WordOfStPaul.
WordOfStPaul.[[note]]A case in point; the first edition was written before Terry had established how waste disposal worked in Ankh-Morpork, and a scene in one of the adventures is set in a municipal rubbish tip, run by a journeyman in the Guild of Plumbers. In the second edition, this has been reworked to make him an employee of Harry King.[[/note]]
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* YouAllMeetInAnInn: In the second edition, one of the chapter-opening vignettes has the sample characters meeting in Biers, where Angua is reluctantly assembling an adventuring party on behalf of the Patrician.

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* YouAllMeetInAnInn: In the second edition, one of the chapter-opening vignettes has the sample example characters meeting in Biers, where Angua is reluctantly assembling an adventuring party on behalf of the Patrician.
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* YouAllMeetInAnInn: In the second edition, one of the chapter-opening vignettes has the sample characters meeting in Biers, where Angua is reluctantly assembling an adventuring party on behalf of the Patrician.
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* ArcWelding: In the first edition's version of the adventure seed "Plumbing the Depths", mapping the Ankh-Morpork sewers was just something that seemed like it might be worth doing. In the second edition, it's all tied into the Undertaking from ''Discworld/MakingMoney'' and subsequent A-M books.
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* LadyOfBlackMagic: Seen, while being gently parodied, in the person of the primary example character, Jemzarkiza of Krull. She's a powerful sorceress with effective offensive powers who even carries a wand to focus her powers. She's also a slightly nerdy scholar who's persistently irritated by her reputation as a lady of black magic.

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* LadyOfBlackMagic: Seen, while being gently parodied, in the person of the primary example character, Jemzarkiza of Krull. She's a powerful sorceress with effective offensive powers who even carries a wand to focus her powers.magic. She's also a slightly nerdy scholar who's persistently irritated by her reputation as a lady of black magic.
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* LadyOfBlackMagic: Seen, while being gently parodied, in the person of the primary example character, Jemzarkiza of Krull. She's a powerful sorceress with effective offensive powers who even carries a wand to focus her powers. She's also a slightly nerdy scholar who's persistently irritated by her reputation as a lady of black magic.
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* SchizoTech: Because the Disc features quite a lot of technological diversity, the cut-dozen version of the GURPS rules incorporated in the second edition of this game necessarily includes not only the parent system's mechanics for handling different TechnologyLevels, but also mechanisms such as the Cutting-Edge Training perk required by characters who are more advanced in specific fields than most of the society around them.

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* SchizoTech: Because the Disc features quite a lot of technological diversity, the cut-dozen cut-down version of the GURPS rules incorporated in the second edition of this game necessarily includes not only the parent system's mechanics for handling different TechnologyLevels, but also mechanisms such as the Cutting-Edge Training perk required by characters who are more advanced in specific fields than most of the society around them.
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* ShoutOut: As frequently as the novels:

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* ShoutOut: As frequently as in the novels:



* SpellCrafting: Rather than trying to define a fixed spell for every whimsical or specialised bit of magic-working seen in the novels, the second edition of the game has a flexible magic system designed that allows characters to cobble together magical effects as required.

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* SpellCrafting: Rather than trying to define a fixed spell for every whimsical or specialised bit of magic-working seen in the novels, the second edition of the game has a flexible magic system designed that allows to allow characters to cobble together magical effects as required.
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* SchizoTech: Because the Disc features quite a lot of technological diversity, the cut-dozen version of the GURPS rules in this game necessarily includes not only mechanics for handling different TechnologyLevels, but also mechanics such as the Cutting-Edge Training perk required by characters who are more advanced in specific fields than most of the society around them.

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* SchizoTech: Because the Disc features quite a lot of technological diversity, the cut-dozen version of the GURPS rules incorporated in the second edition of this game necessarily includes not only the parent system's mechanics for handling different TechnologyLevels, but also mechanics mechanisms such as the Cutting-Edge Training perk required by characters who are more advanced in specific fields than most of the society around them.
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* SchizoTech: Because the Disc features quite a lot of technological diversity, the cut-dozen version of the GURPS rules in this game necessarily includes not only mechanics for handling different TechnologyLevels, but also mechanics such as the Cutting-Edge Training perk required by characters who are more advanced in specific fields than most of the society around them.
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* PiratesVersusNinjas: The "Brown Islands" setting sets up the possibility of a pirate-ninja clash. Some flavor text in the second edition of the game features an angst-ridden ninja who has been assigned to infiltrate pirate society...
-->''The problem was, his lengthy immersion in the attitudes of his new shipmates had caused him to develop doubts about the practicality of his previous training – despite the fact that his upbringing and grasp of subtlety made him fully aware of the ludicrousness of his shipmates’ behaviour. So now, although he could both scream while hurling a throwing star and go “Yah!” while wielding a cutlass, he couldn’t quite keep a straight face while doing either. He didn’t fit in anywhere.''
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** And the article [[http://www.sjgames.com/pyramid/sample.html?id=4660 "Librarian's Love-Child in World Domination Horror"]] discusses how to bring parodies of a whole range of UsefulNotes/ConspiracyTheories into games.
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The ''Discworld Role-Playing Game'' is a ''TabletopGame/{{GURPS}}'' sourcebook by Creator/PhilMasters based on the ''Literature/{{Discworld}}'' novels of Creator/TerryPratchett. It was originally published as ''GURPS Discworld'' in 1998 and repackaged as ''Discworld Role-Playing Game'' in 2002 to make it clearer you didn't ''have'' to have ''GURPS Basic Set'' in order to play, because the book included a copy of the minimal "GURPS Lite" rule set. A supplement, ''GURPS Discworld Also'', was published in 2001; this updated the background information up to ''Discworld/TheTruth'', included character templates, and gave four possible campaign settings not entirely taken from the novels -- the [[ArabianNightsDays Klatchian town of Al-Ybi]], the New Town of Smarlhanger on the Sto Plains, the {{pirate}} haunts of the [[HulaAndLuaus Brown Islands]], and the cart-warrior regions of Ecksian outback -- along with some scenarios, the longest of which were "Lost and Found" (about an expedition to the Disc's counterpart of DarkestAfrica) and "Sektoberfest in [=NoThingfjord=]" (which combines {{Oktoberfest}}, HornyVikings, and [[UsefulNotes/{{Australia}} Australian]] backpackers).

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The ''Discworld Role-Playing Game'' is a ''TabletopGame/{{GURPS}}'' sourcebook by Creator/PhilMasters based on the ''Literature/{{Discworld}}'' novels of Creator/TerryPratchett. It was originally published as ''GURPS Discworld'' in 1998 and repackaged as ''Discworld Role-Playing Game'' in 2002 to make it clearer you didn't ''have'' to have ''GURPS Basic Set'' in order to play, because the book included a copy of the minimal "GURPS Lite" rule set. A supplement, ''GURPS Discworld Also'', was published in 2001; this updated the background information up to ''Discworld/TheTruth'', included character templates, and gave four possible campaign settings not entirely taken from the novels -- the [[ArabianNightsDays Klatchian town of Al-Ybi]], the New Town of Smarlhanger on the Sto Plains, the {{pirate}} haunts of the [[HulaAndLuaus Brown Islands]], and the cart-warrior regions of Ecksian [=EcksEcksEcksEcksian=] outback -- along with some scenarios, the longest of which were "Lost and Found" (about an expedition to the Disc's counterpart of DarkestAfrica) and "Sektoberfest in [=NoThingfjord=]" (which combines {{Oktoberfest}}, HornyVikings, and [[UsefulNotes/{{Australia}} Australian]] backpackers).



* HumongousMecha: The adventure "A Little Job For The Patrician" (in ''Pyramid'' magazine and in truncated form in the second edition of the book) features a Discworld mecha, based on a design by Leonard of Quirm, adapted by a brilliant Agatean nobleman whose narrative causality tends towards anime tropes, and powered by five trolls. The trolls even go through an Invocation as the thing assembles ("Other leg troll, put it together!"), although since they're trolls in a warm climate, it's possible they'd forget which one went where otherwise.

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* HumongousMecha: The adventure "A "[[http://www.sjgames.com/pyramid/sample.html?id=4303 A Little Job For The Patrician" Patrician]]" (in ''Pyramid'' magazine and in truncated form in the second edition of the book) features a Discworld mecha, based on a design by Leonard of Quirm, adapted by a brilliant Agatean nobleman whose narrative causality tends towards anime tropes, and powered by five trolls. The trolls even go through an Invocation as the thing assembles ("Other leg troll, put it together!"), although since they're trolls in a warm climate, it's possible they'd forget which one went where otherwise.



** In the Brown Islands setting, Port Duck includes a tavern called [[Film/{{Casablanca}} Brick's Cafe Ankh-Morporkian]]. Brick is the troll doorman; the actual owner is revealed in the ''Pyramid'' version of the adventure "A Little Job for the Patrician" to be Dooley the Arranger (a CompositeCharacter of Rick and Sam).

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** In the Brown Islands setting, Port Duck includes a tavern called [[Film/{{Casablanca}} Brick's Cafe Ankh-Morporkian]]. Brick is the troll doorman; the actual owner is revealed in the ''Pyramid'' version of the adventure "A "[[http://www.sjgames.com/pyramid/sample.html?id=4303 A Little Job for the Patrician" For The Patrician]]" to be Dooley Dooli the Arranger (a CompositeCharacter of Rick and Sam).



* VehicularCombat: Ecksecksecksian Cart Wars, a parody of Steve Jackson Games' own ''TabletopGame/CarWars''.
* WackyRacing: Ecksecksecksian Cart Wars again, when there are actual races.

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* VehicularCombat: Ecksecksecksian [=EcksEcksEcksEcksian=] Cart Wars, a parody of Steve Jackson Games' own ''TabletopGame/CarWars''.
* WackyRacing: Ecksecksecksian [=EcksEcksEcksEcksian=] Cart Wars again, when there are actual races.



* YouGottaHaveBlueHair: In "A Little Job For The Patrician", the heavily anime-based villain insists his trolls all grow different coloured moss on their heads, so he can tell them apart, and his [[Main/TheIgor Igor]] has implanted blue hair, just because.

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* YouGottaHaveBlueHair: In "A "[[http://www.sjgames.com/pyramid/sample.html?id=4303 A Little Job For The Patrician", Patrician]]", the heavily anime-based villain insists his trolls all grow different coloured moss on their heads, so he can tell them apart, and his [[Main/TheIgor Igor]] has implanted blue hair, just because.
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* LiteralMinded is available as a character disadvantage in this game.
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* CoolToy: * The ''Pyramid'' scenario "[[http://www.sjgames.com/pyramid/sample.html?id=721 Watch Academy VI: Hogswatchnight]]" features the must-have toy in Ankh-Morpork this Hogswatch, which is -- of course -- secretly part of a Sinister and Eldritch Plot. In the scenario as written they're quasi-intelligent furry things called [[Toys/{{Furby}} Burfies]], but the author recommends adapting them to whatever the Cool Toy is at the time the game is played.

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* CoolToy: * The ''Pyramid'' scenario "[[http://www.sjgames.com/pyramid/sample.html?id=721 Watch Academy VI: Hogswatchnight]]" features the must-have toy in Ankh-Morpork this Hogswatch, which is -- of course -- secretly part of a Sinister and Eldritch Plot. In the scenario as written they're quasi-intelligent furry things called [[Toys/{{Furby}} Burfies]], but the author recommends adapting them to whatever the Cool Toy is at the time the game is played.

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