TTRPG Tools

Glossary

1. Core Concepts

These describe the structure, format, and common terms used when talking about playing TTRPGs in general.

  • System – The set of rules used to play a game. Different systems have different ways to handle combat, movement, skills, and storytelling. Examples: Dungeons & Dragons, Cairn, Shadowdark.
  • Mechanics – The specific rules that tell you how to do something in the game (for example, how to roll dice to see if you hit a target).
  • Session – One meeting where the game is played. It could last a couple of hours or a whole day.
  • Campaign – A series of connected game sessions that tell an ongoing story with the same characters.
  • One-shot – A short adventure designed to be finished in one session (though sometimes it takes more).
  • Adventure Module – A prepared story or setting, often published, that a group can play through.
  • Encounter – A single event or challenge in the game, often combat, a puzzle, or a social situation.
  • Story Hook – An event or clue meant to draw the characters into an adventure.
  • Big Bad – Short for “Big Bad Evil Guy/Girl” (BBEG); the main villain or biggest threat in a story.
  • McGuffin – An important item or goal that motivates the characters to act, such as a magical artifact or lost treasure.
  • Table Talk – Conversation between players that’s not in character, often to discuss rules or make plans.
  • Meta-gaming – Using player knowledge that the character wouldn’t realistically have to make decisions in-game.

2. Game Flow & Player Roles

How people interact and the roles they might take in the game.

  • Game Master (GM) – The person who describes the world, controls non-player characters, and decides how the rules are applied. In some games, called the Dungeon Master (DM), Warden, or Referee.
  • Player Character (PC) – A character controlled by a player.
  • Non-Player Character (NPC) – Any character controlled by the GM.
  • Party – The group of player characters working together.
  • Initiative – The order in which characters act during combat or other turn-based situations.
  • In Character (IC) – Speaking or acting as your character would.
  • Out of Character (OOC) – Speaking or acting as yourself, the player, rather than your character.
  • Session Zero – A special session before the game begins to make characters, set expectations, and discuss boundaries.

3. Common Game Elements

Shared ideas that work across many TTRPG systems.

  • Attribute – A basic quality of a character, like Strength, Dexterity, or Intelligence.
  • Stat – A number that shows how good (or bad) a character is at something.
  • Skill – A learned ability tied to a stat, like lockpicking or persuasion.
  • Roll – Throwing dice to see if your action succeeds.
  • Check / Test – A roll to see if you succeed at something.
  • Save / Saving Throw – A roll to avoid danger or lessen its effects.
  • Hit Points (HP) – How much damage a character can take before they fall unconscious or die.
  • XP (Experience Points) – Points earned by completing goals or defeating challenges, usually spent to improve your character.
  • Level – A measure of your character’s progress and power. Higher levels usually mean more abilities.
  • Advantage – Rolling twice and using the better result.
  • Disadvantage – Rolling twice and using the worse result.
  • Critical Success – An especially good roll (often the highest possible), leading to a great result.
  • Critical Failure – An especially bad roll (often the lowest possible), leading to a poor result.

4. Character Creation & Progression

Terms for making and growing a character.

  • Class – Your character’s role or profession in the game, like wizard, fighter, or rogue.
  • Subclass – A more specific path within a class, such as a “Berserker” fighter or “Assassin” rogue.
  • Ancestry (or Race) – The kind of creature your character is, such as elf, dwarf, or human.
  • Background – Your character’s upbringing or life before the game starts, often giving small bonuses or skills.
  • Backstory – Your character’s personal history, including motivations and important past events.
  • Alignment – A description of your character’s moral outlook, such as Lawful Good or Chaotic Neutral.
  • Feat – A special ability or talent chosen during character growth.
  • Proficiency – A bonus you get for being trained or skilled in something.
  • Inventory – The list of items your character carries.
  • Loot – Rewards found during the game, like gold, weapons, or magic items.

5. D&D-Specific (But Common Elsewhere)

While tied to Dungeons & Dragons, many players use these terms more generally.

  • Dungeon Crawl – An adventure focused on exploring dangerous areas, often with traps, puzzles, and enemies.
  • Cantrip – A spell that can be cast without using up a resource, usually weaker but always available.
  • Spell Slot – A resource used to cast more powerful spells.
  • Hit Die – A die used to determine how much health you gain when leveling up.

6. Storytelling & Roleplay Terms

Describing the narrative side of the game.

  • Narrative Control – Who gets to decide what happens in the story at any moment.
  • Improvisation (Improv) – Making up story elements or character actions on the spot.
  • Inspiration – A reward given to players for good roleplay or creativity, often granting a small in-game bonus.
  • Roleplay – Acting as your character in the game, making choices as they would.
  • Worldbuilding – Creating the setting, cultures, history, and places in the game world.
Created: