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* Fiction-first: The mindset of certain pen-and-paper [=RPGs=] (particularly those associated with [[http://www.indie-rpgs.com/forge/index.php The Forge]]), wherein the fiction of the game must invoke the mechanics of the game, rather than the other way around. To give an example, in traditional RPG combat, you roll to hit the enemy and, if the roll is good, ''may'' take your time to describe the attack in detail, or just move on to the next character; in a fiction-first game, you first describe how you attack, then choose which stat best fits your described approach, and roll for it to see how well it goes. The purpose of fiction-first gaming is to let players create a fluid narrative that is influenced, but not governed by game mechanics.

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* Fiction-first: The mindset of certain pen-and-paper [=RPGs=] (particularly those associated with [[http://www.indie-rpgs.com/forge/index.php The Forge]]), Creator/TheForge), wherein the fiction of the game must invoke the mechanics of the game, rather than the other way around. To give an example, in traditional RPG combat, you roll to hit the enemy and, if the roll is good, ''may'' take your time to describe the attack in detail, or just move on to the next character; in a fiction-first game, you first describe how you attack, then choose which stat best fits your described approach, and roll for it to see how well it goes. The purpose of fiction-first gaming is to let players create a fluid narrative that is influenced, but not governed by game mechanics.


* Fiction-first: The mindset of certain pen-and-paper [=RPGs=] (particularly those associated with Website/TheForge), wherein the fiction of the game must invoke the mechanics of the game, rather than the other way around. To give an example, in traditional RPG combat, you roll to hit the enemy and, if the roll is good, ''may'' take your time to describe the attack in detail, or just move on to the next character; in a fiction-first game, you first describe how you attack, then choose which stat best fits your described approach, and roll for it to see how well it goes. The purpose of fiction-first gaming is to let players create a fluid narrative that is influenced, but not governed by game mechanics.

to:

* Fiction-first: The mindset of certain pen-and-paper [=RPGs=] (particularly those associated with Website/TheForge), [[http://www.indie-rpgs.com/forge/index.php The Forge]]), wherein the fiction of the game must invoke the mechanics of the game, rather than the other way around. To give an example, in traditional RPG combat, you roll to hit the enemy and, if the roll is good, ''may'' take your time to describe the attack in detail, or just move on to the next character; in a fiction-first game, you first describe how you attack, then choose which stat best fits your described approach, and roll for it to see how well it goes. The purpose of fiction-first gaming is to let players create a fluid narrative that is influenced, but not governed by game mechanics.


* Playbook: A particular kind of character sheet (see above) popularized by Vincent Baker's ''TabletopGame/ApocalypseWorld''[[note]](Baker borrowed the [[https://en.wiktionary.org/wiki/playbook term]] from {{Theatre}}, where it refers to a booklet handed out to actors containing the text of a play and, in particular, their own lines in it)[[/note]] and nowadays found in most {{Tabletop RPG}}s that are TabletopGame/PoweredByTheApocalypse and UsefulNotes/ForgedInTheDark. Whereas classic character sheets are generic in that the same blank sheet can be used to describe any character, games that use playbooks commonly have a bunch of them -- one for each character archetype found in their respective setting (because of this, playbooks function as both character sheets ''and'' character classes). Playbooks are also often self-contained in that they include all gameplay rules relevant to the player (including any special rules unique to their particular archetype), so the players often don't even have to read the full rules[[note]]and in fact, the original ''[=ApocWorld=]'' very deliberately refers to its rulebook as "the [[GameMaster MC]] playbook"[[/note]].

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* Playbook: A particular kind of character sheet (see above) popularized by Vincent Baker's ''TabletopGame/ApocalypseWorld''[[note]](Baker borrowed the [[https://en.wiktionary.org/wiki/playbook term]] from {{Theatre}}, where it refers to a booklet handed out to actors containing the text of a play and, in particular, their own lines in it)[[/note]] and nowadays found in most {{Tabletop RPG}}s that are TabletopGame/PoweredByTheApocalypse and or UsefulNotes/ForgedInTheDark. Whereas classic character sheets are generic in that the same blank sheet can be used to describe stat out any character, games that use playbooks commonly have come with a bunch of them -- distinct one for each character archetype found in their respective setting (because of this, -- in other words, playbooks function as both character sheets ''and'' character classes). classes. Playbooks are also often self-contained in that they include all gameplay rules relevant to the a player (including any special rules unique to their particular archetype), so the players they often don't even have to read the full rules[[note]]and rules before hopping into the action[[note]]and in fact, the original ''[=ApocWorld=]'' very deliberately refers to its rulebook as "the [[GameMaster MC]] playbook"[[/note]].

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* Playbook: A particular kind of character sheet (see above) popularized by Vincent Baker's ''TabletopGame/ApocalypseWorld''[[note]](Baker borrowed the [[https://en.wiktionary.org/wiki/playbook term]] from {{Theatre}}, where it refers to a booklet handed out to actors containing the text of a play and, in particular, their own lines in it)[[/note]] and nowadays found in most {{Tabletop RPG}}s that are TabletopGame/PoweredByTheApocalypse and UsefulNotes/ForgedInTheDark. Whereas classic character sheets are generic in that the same blank sheet can be used to describe any character, games that use playbooks commonly have a bunch of them -- one for each character archetype found in their respective setting (because of this, playbooks function as both character sheets ''and'' character classes). Playbooks are also often self-contained in that they include all gameplay rules relevant to the player (including any special rules unique to their particular archetype), so the players often don't even have to read the full rules[[note]]and in fact, the original ''[=ApocWorld=]'' very deliberately refers to its rulebook as "the [[GameMaster MC]] playbook"[[/note]].
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* Character sheet: In {{Tabletop RPG}}s, a slip of paper containing all the important information about a PlayerCharacter, their {{Stats}}, and their current status (e.g. HitPoints) for the benefit of their respective player. Character sheets go all the way back to ''OD&D'' and are ubiquitous in pen-and-paper gaming[[note]]in fact, this very term comes from role-players scribbling on the character sheets all the time[[/note]], although recent indie titles have [[http://lumpley.com/index.php/anyway/thread/14 challenged]][[note]]the linked article is by Vincent Baker, author of ''TabletopGame/ApocalypseWorld''[[/note]] their traditional understanding and some, like ''TabletopGame/{{Fiasco}}'' and ''TabletopGame/{{Heroine}}'' have done away with them altogether.


* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly. Whiffing can instill a substantial sense of failure in the players and often threatens to derail the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GM manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and preparing several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

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* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly. Whiffing can instill a substantial sense of failure in the players and often threatens to derail the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GM manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and preparing several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, UsefulNotes/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.


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* Threat, see: ''Aggro''.


* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ([[DrawAggro "draw its aggro"]]). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

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* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ([[DrawAggro "draw its aggro"]]). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the [[VideoGameAI enemy AI AI]] assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.


* HitPoints (aka Life Points or HP): How healthy are you? Physical damage can be boiled down to a simple number out of a maximum. Sometimes parts of the body no longer functioning may be included in the loss of HP (such as bones being broken or limbs severed) but often one just glows a bit and grimaces. Full HP or 1 HP is the same in terms of what you can do. [[CriticalExistenceFailure Once you get to zero, though...]]

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* HitPoints (aka Life Points or HP): Health Points; abbr. as HP for short): How healthy are you? Physical damage can be boiled down to a simple number out of a maximum. Sometimes parts of the body no longer functioning may be included in the loss of HP (such as bones being broken or limbs severed) but often one just glows a bit and grimaces. Full HP or 1 HP is the same in terms of what you can do. [[CriticalExistenceFailure Once you get to zero, though...]]


* {{Character Class|System}}es: Your place in the Order of Things is strictly defined, usually in terms of [[FighterMageThief Fighter, Thief, Magic User]], Cleric, or [[RedShirt Background Character]]. Along with these roles usually comes standard physical/mental types--fighters are always huge and burly, and not always swift; magic users are always skinny, weak and clumsy while being geniuses; thieves are nimble and clever, and often smaller than other characters. Sometimes subvarieties like Paladin, Barbarian, Illusionist and Druid are available, and sometimes races like Elf and Dwarf will be treated as classes. Clerics will have divine magic (a dead giveaway for a RolePlayingGameVerse). Changing classes is difficult if not impossible. Class systems are clearly visible in ''Roleplay/RecordOfLodossWar'' and ''Anime/RuneSoldierLouie''; in the latter much comedy comes from the fact that Louie is obviously supposed to be a fighter, but he's been raised as a mage.

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* {{Character Class|System}}es: Your place in the Order of Things is strictly defined, usually in terms of [[FighterMageThief Fighter, Thief, Magic User]], Cleric, or [[RedShirt Background Character]]. Along with these roles usually comes standard physical/mental types--fighters are always huge and burly, and not always swift; magic users are always skinny, weak and clumsy while being geniuses; thieves are nimble and clever, and often smaller than other characters. Sometimes subvarieties like Paladin, Barbarian, Illusionist and Druid are available, and sometimes races like Elf and Dwarf will be treated as classes. Clerics will have divine magic (a dead giveaway for a RolePlayingGameVerse). Changing classes is difficult if not impossible. Class systems are clearly visible in ''Roleplay/RecordOfLodossWar'' and ''Anime/RuneSoldierLouie''; in the latter much comedy comes from the fact that Louie is obviously supposed to be a fighter, but he's been raised as a mage.
impossible.



* HitPoints (aka Life Points or HP): How healthy are you? Physical damage can be boiled down to a simple number out of a maximum. Sometimes parts of the body no longer functioning may be included in the loss of HP (such as bones being broken or limbs severed) but often one just glows a bit and grimaces. Full HP or 1 HP is the same in terms of what you can do. [[CriticalExistenceFailure Once you get to zero, though...]] ''TabletopGame/YuGiOh'' and ''WesternAnimation/CodeLyoko'' have life points.

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* HitPoints (aka Life Points or HP): How healthy are you? Physical damage can be boiled down to a simple number out of a maximum. Sometimes parts of the body no longer functioning may be included in the loss of HP (such as bones being broken or limbs severed) but often one just glows a bit and grimaces. Full HP or 1 HP is the same in terms of what you can do. [[CriticalExistenceFailure Once you get to zero, though...]] ''TabletopGame/YuGiOh'' and ''WesternAnimation/CodeLyoko'' have life points.
]]



* [[ManaMeter Magic Points]] (aka mana, furyoku, chi, Force strength, "power levels" etc. often abbreviated as MP in RPG games ): Spiritual strength can also be quantified. The spirit is like a container of liquid, with "magic" filling it up. The act of casting a spell or equivalent cleanly depletes a percentage of this total. What brings it back up again varies. Examples of this can be seen in ''Manga/{{Dragonball}}'', ''Manga/ShamanKing'', and ''Manga/{{Naruto}}''.

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* [[ManaMeter Magic Points]] (aka mana, furyoku, chi, Force strength, "power levels" etc. often abbreviated as MP in RPG games ): Spiritual strength can also be quantified. The spirit is like a container of liquid, with "magic" filling it up. The act of casting a spell or equivalent cleanly depletes a percentage of this total. What brings it back up again varies. Examples of this can be seen in ''Manga/{{Dragonball}}'', ''Manga/ShamanKing'', and ''Manga/{{Naruto}}''.



* [[RoamingEnemy Wandering Monsters]]: Walking through the countryside, one is likely to be attacked by a weird-looking beast. This creature is unlikely to be part of the natural ecosystem, and may not leave a body after its hit points are driven to 0. Seen in ''Manga/{{Berserk}}'' and ''Manga/MagicKnightRayearth'', which are both RolePlayingGameVerse.

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* [[RoamingEnemy Wandering Monsters]]: Walking through the countryside, one is likely to be attacked by a weird-looking beast. This creature is unlikely to be part of the natural ecosystem, and may not leave a body after its hit points are driven to 0. Seen in ''Manga/{{Berserk}}'' and ''Manga/MagicKnightRayearth'', which are both RolePlayingGameVerse.


* {{Experience|Points}}: (aka EXP or XP) Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something and absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for roleplaying and non-combat actions, but as originally conceived...

to:

* {{Experience|Points}}: {{Experience|Points}} (aka EXP or XP) XP): Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something and absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for roleplaying and non-combat actions, but as originally conceived...
conceived...

!!F
* Fiction-first: The mindset of certain pen-and-paper [=RPGs=] (particularly those associated with Website/TheForge), wherein the fiction of the game must invoke the mechanics of the game, rather than the other way around. To give an example, in traditional RPG combat, you roll to hit the enemy and, if the roll is good, ''may'' take your time to describe the attack in detail, or just move on to the next character; in a fiction-first game, you first describe how you attack, then choose which stat best fits your described approach, and roll for it to see how well it goes. The purpose of fiction-first gaming is to let players create a fluid narrative that is influenced, but not governed by game mechanics.


* '''Alignment''', see '''Character Alignment'''.

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* '''Alignment''', see '''Character Alignment'''.
Alignment, see: ''Character Alignment''.



* '''XP''', see '''Experience Points'''.

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* '''XP''', see '''Experience Points'''.XP, see: ''Experience Points''.


* {{Stats}}: numerical ratings that describe your character's parameters in various ways. Your Strength score determines how much you can bench-press, your Intelligence score determines how well you can think, your Charisma score determines how successful you are with the ladies, et cetera. Some games have dozens of Stats for each character, while a few, such as D.U.D.E., have only one. Generally, each Stat is a numeric score on the same scale as every other Stat; if 10 Strength is how strong an average person is, then 10 Intelligence is how smart an average person is. In some game systems, gaining experience points (c.f. below) can increase your Stats. In most systems, Stats will be broken down into Attributes (innate measures of a character's aptitude) and {{Skill|Score}}s (reflecting training, learning, and study).

* UsefulNotes/{{Dice}}: Usually signified by "dX", where X is the number of sides on the die you roll. A traditional die is a d6. Multiple dice are handled by [=YdX=], Y being the number of dice rolled--4d6 means you roll four traditional dice, or one traditional die four times, and add the results. Added to this is the occasional static number, or extra dice--this is usually written out as follows: 4d8 + 2d6 + 3, which means you roll four eight-sided dice, then two six-sided dice, and then add those all up and then add three. Even when there are no actual dice involved, a spell that does 2d12 damage will deal between 2 and 24 damage, tending toward 13.

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!!A
* {{Stats}}: numerical ratings that describe your character's parameters [[DrawAggro Aggro]]: A multifaceted term used primarily in various ways. Your Strength score determines how much you can bench-press, your Intelligence score determines how well you can think, your Charisma score determines how successful you are with {{MMORPG}}s but slowing seeping into the ladies, et cetera. Some games have dozens single-player RPG corner, as well. At the most basic level it refers to the act of Stats for each character, while an NPC enemy ("mob") attacking a few, such as D.U.D.E., have PlayerCharacter. If the mob is not programmed to attack on sight or only one. Generally, each Stat do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ([[DrawAggro "draw its aggro"]]). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is a numeric score on used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.
* '''Alignment''', see '''Character Alignment'''.

!!C
* CharacterAlignment: Law vs. Chaos. Good vs. Evil. Neutrality in the middle. Possibly a different system, though the ''TabletopGame/DungeonsAndDragons''
scale as every other Stat; if 10 Strength referenced here is how strong an average person is, then 10 Intelligence is how smart an average person is. In some game systems, gaining experience points (c.f. below) can increase your Stats. In the one most systems, Stats role-playing gamers will be broken down into Attributes (innate measures of familiar with. Used as a character's aptitude) guide to aid in role-playing specific character types, and {{Skill|Score}}s (reflecting training, learning, and study).

* UsefulNotes/{{Dice}}: Usually signified by "dX", where X is
sometimes as a straitjacket to ''prevent'' you from playing against your character type. Accordingly, some people find it a useful tool, while others find it a pain in the number of sides on the die you roll. A traditional die is a d6. Multiple dice are handled by [=YdX=], Y being the number of dice rolled--4d6 means you roll four traditional dice, or one traditional die four times, and add the results. Added to this is the occasional static number, or extra dice--this is usually written out as follows: 4d8 + 2d6 + 3, which means you roll four eight-sided dice, then two six-sided dice, and then add those ass. Not present in all up and then add three. Even when there are no actual dice involved, {{Role Playing Game}}s -- often rendered as a spell that does 2d12 damage KarmaMeter for simplicity, though almost all ''D&D''-based games will deal between 2 and 24 damage, tending toward 13.
have straight-up alignments included.



* [[FantasticSapientSpeciesTropes Race]]: Refers more to species than skin color (elves versus hobbits for example). Even subraces (dark elves versus wood elves for example) are distinguished by more than just skin color or nationality. These are popular for giving you another choice, another set of flavor and, most important, another set of bonuses to work with. It also gives the player a chance to [[PlayingAgainstType play against type]] (Dwarf wizards and halfling barbarians for example).

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!!D
* [[FantasticSapientSpeciesTropes Race]]: Refers more UsefulNotes/{{Dice}}: Usually signified by "dX", where X is the number of sides on the die you roll. A traditional die is a d6. Multiple dice are handled by [=YdX=], Y being the number of dice rolled--4d6 means you roll four traditional dice, or one traditional die four times, and add the results. Added to species than skin color (elves versus hobbits for example). this is the occasional static number, or extra dice--this is usually written out as follows: 4d8 + 2d6 + 3, which means you roll four eight-sided dice, then two six-sided dice, and then add those all up and then add three. Even subraces (dark elves versus wood elves for example) when there are distinguished by more than just skin color no actual dice involved, a spell that does 2d12 damage will deal between 2 and 24 damage, tending toward 13.

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* {{Endgame}}: In [=MMORPGs=], this usually refers to all of the content (such as repeatable instanced dungeons
or nationality. These are popular for giving you another choice, another set of flavor and, most important, another set of bonuses "raids") that is restricted to work with. It also gives the player characters who have hit the LevelCap of a chance particular game. This contrasts "regular content", which serves to [[PlayingAgainstType level the characters up to said cap from zero and is of main interest to more casual players, who, for example, only play against type]] (Dwarf wizards the game for its narrative campaign. Endgame content, on the other hand, is the major focus for long-term hardcore players, who usually [[PlayTheGameSkipTheStory breeze past the regular content]] (due to having seen it many times over previous playthroughs already).
* {{Experience|Points}}: (aka EXP or XP) Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something
and halfling barbarians absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for example).
roleplaying and non-combat actions, but as originally conceived...

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!!M




* {{Experience|Points}}: (aka EXP or XP) Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something and absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for roleplaying and non-combat actions, but as originally conceived...

* CharacterAlignment: Law vs. Chaos. Good vs. Evil. Neutrality in the middle. Possibly a different system, though the ''TabletopGame/DungeonsAndDragons'' scale referenced here is the one most role-playing gamers will be familiar with. Used as a guide to aid in role-playing specific character types, and sometimes as a straitjacket to ''prevent'' you from playing against your character type. Accordingly, some people find it a useful tool, while others find it a pain in the ass. Not present in all {{Role Playing Game}}s -- often rendered as a KarmaMeter for simplicity, though almost all ''D&D''-based games will have straight-up alignments included.

* [[RoamingEnemy Wandering Monsters]]: Walking through the countryside, one is likely to be attacked by a weird-looking beast. This creature is unlikely to be part of the natural ecosystem, and may not leave a body after its hit points are driven to 0. Seen in ''Manga/{{Berserk}}'' and ''Manga/MagicKnightRayearth'', which are both RolePlayingGameVerse.

* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ([[DrawAggro "draw its aggro"]]). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

* TotalPartyKill: When the entire PlayerParty is wiped out. In tabletop games, it is usually a result of either [[KillerGameMaster GM]] [[RocksFallEveryoneDies malice]] or a series of bad calls on the parts of the players, the GM, or both; the end result is the players having to roll up new characters. In single-player video games, a total party kill is usually the only thing that leads to a GameOver (unless WeCannotGoOnWithoutYou is in effect), since individual party members only ever suffer a NonLethalKO. In multiplayer games, a TPK may kick the players out of an instanced dungeon but rarely has consequences more severe than that.

* {{Endgame}}: In [=MMORPGs=], this usually refers to all of the content (such as repeatable instanced dungeons or "raids") that is restricted to the player characters who have hit the LevelCap of a particular game. This contrasts "regular content", which serves to level the characters up to said cap from zero and is of main interest to more casual players, who, for example, only play the game for its narrative campaign. Endgame content, on the other hand, is the major focus for long-term hardcore players, who usually [[PlayTheGameSkipTheStory breeze past the regular content]] (due to having seen it many times over previous playthroughs already).

* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly. Whiffing can instill a substantial sense of failure in the players and often threatens to derail the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GM manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and preparing several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

* {{Splat}}s: Books that expand on or add additional classes or other character options. Named after the various "Clanbooks" and other such books from the White Wolf era, and after the "[=*=]" asterisk to denote a wildcard, as it sort-of looks like a bug that's been "splatted".


Added DiffLines:


!!R
* [[FantasticSapientSpeciesTropes Race]]: Refers more to species than skin color (elves versus hobbits for example). Even subraces (dark elves versus wood elves for example) are distinguished by more than just skin color or nationality. These are popular for giving you another choice, another set of flavor and, most important, another set of bonuses to work with. It also gives the player a chance to [[PlayingAgainstType play against type]] (Dwarf wizards and halfling barbarians for example).

!!S
* {{Splat}}s: Books that expand on or add additional classes or other character options. Named after the various "Clanbooks" and other such books from the White Wolf era, and after the "[=*=]" asterisk to denote a wildcard, as it sort-of looks like a bug that's been "splatted".
* {{Stats}}: numerical ratings that describe your character's parameters in various ways. Your Strength score determines how much you can bench-press, your Intelligence score determines how well you can think, your Charisma score determines how successful you are with the ladies, et cetera. Some games have dozens of Stats for each character, while a few, such as D.U.D.E., have only one. Generally, each Stat is a numeric score on the same scale as every other Stat; if 10 Strength is how strong an average person is, then 10 Intelligence is how smart an average person is. In some game systems, gaining experience points (c.f. below) can increase your Stats. In most systems, Stats will be broken down into Attributes (innate measures of a character's aptitude) and {{Skill|Score}}s (reflecting training, learning, and study).

!!T
* TotalPartyKill: When the entire PlayerParty is wiped out. In tabletop games, it is usually a result of either [[KillerGameMaster GM]] [[RocksFallEveryoneDies malice]] or a series of bad calls on the parts of the players, the GM, or both; the end result is the players having to roll up new characters. In single-player video games, a total party kill is usually the only thing that leads to a GameOver (unless WeCannotGoOnWithoutYou is in effect), since individual party members only ever suffer a NonLethalKO. In multiplayer games, a TPK may kick the players out of an instanced dungeon but rarely has consequences more severe than that.

!!W
* [[RoamingEnemy Wandering Monsters]]: Walking through the countryside, one is likely to be attacked by a weird-looking beast. This creature is unlikely to be part of the natural ecosystem, and may not leave a body after its hit points are driven to 0. Seen in ''Manga/{{Berserk}}'' and ''Manga/MagicKnightRayearth'', which are both RolePlayingGameVerse.
* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly. Whiffing can instill a substantial sense of failure in the players and often threatens to derail the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GM manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and preparing several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

!!X
* '''XP''', see '''Experience Points'''.


* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ("draw its aggro"). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

to:

* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ("draw ([[DrawAggro "draw its aggro").aggro"]]). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat", another MMORPG mechanic has been bleeding over into single-player games, too. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

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