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.
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