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  • 20:54, 14 February 2011 (diff | hist) (+83) N Participationism(Created page with "The Technique of using Force without the Black Curtain. Term coined by Mike Holmes.")
  • 20:54, 14 February 2011 (diff | hist) (+230) N Out-of-character(Created page with "An Ephemera. A style of narration describing character actions or dialogue in the third person. Neither OOC nor In-character (IC) narration should be confused with any of the thr...")
  • 20:53, 14 February 2011 (diff | hist) (+201) N Oujia-board role-playing(Created page with "A form of Illusionism practiced among all the participants upon one another to conceal both Step On Up and Story Now priorities from one another. Term coined by Ron Edwards; see ...")
  • 20:53, 14 February 2011 (diff | hist) (+254) N One-step-removed(Created page with "Character Exploration which utilizes an intermediary persona for different characters in episodic, unrelated settings and situations, as in Amazing Engine, Tales from the Crypt, ...")
  • 20:53, 14 February 2011 (diff | hist) (+235) N Omni-play(Created page with "A controversial term coined by Mike Holmes. Play in which two or more distinctive and separate Creative Agendas are included; conceivably a functional form of Incoherent play. Se...")
  • 20:52, 14 February 2011 (diff | hist) (+251) N No myth(Created page with "Intuitive Continuity which includes all Setting features (i.e. more than just Situation). An extreme version of the general principle that the Shared Imagined Space is establishe...")
  • 20:52, 14 February 2011 (diff | hist) (+70) N Narrativism(Created page with "One of the three currently-recognized Creative Agendas. See Story Now.")
  • 20:52, 14 February 2011 (diff | hist) (+218) N Narration(Created page with "A type of Ephemera. What is said by a game participant to alter or add to the Shared Imaginary Space. How narration is distributed among participants varies widely; to be fully a...")
  • 20:51, 14 February 2011 (diff | hist) (+220) N Muchkin(Created page with "A derogatory term used in several different ways, including by non-Gamists vs. Gamists in general, by Hard Core or heavy-Step Gamists vs. Wimps, and by high-Exploration Gamists v...")
  • 20:51, 14 February 2011 (diff | hist) (+507) N Metaplot(Created page with "This term is used in several different ways. (1) A sequence of large-scale changes in setting and actions of NPCs which stimulate conflicts, especially when planned to occur well...")
  • 20:51, 14 February 2011 (diff | hist) (+189) N Meta-metagame(Created page with "Synonymous with Metagame as the latter term is currently defined, but contradictory to "metagame mechanic," which is currently under revision. See Purpose of rules and Metagame &...")
  • 20:50, 14 February 2011 (diff | hist) (+352) N Metagame mechanics(Created page with "Techniques which do not require justification using in-game cause, in many cases including Author and Director Stances. In terms of the Big Model, System is being conducted solel...")
  • 20:50, 14 February 2011 (diff | hist) (+16) N Metagame (character component)(Created page with "See Positioning.")
  • 20:50, 14 February 2011 (diff | hist) (+133) Metagame
  • 20:49, 14 February 2011 (diff | hist) (+16) N Metagame(Created page with "See Positioning.")
  • 20:49, 14 February 2011 (diff | hist) (+79) N Mechanics(Created page with "Individual and specific features of System; Mechanics in text form are "rules."")
  • 20:49, 14 February 2011 (diff | hist) (+207) N The Line(Created page with "Techniques which reinforce the limits for content that is not permitted to be included in the Explorative content of play, for a particular group. See also the Veil. The term was...")
  • 20:48, 14 February 2011 (diff | hist) (+282) N Layering(Created page with "The relationship between the initial numbers derived for a character (e.g. attributes) to the numbers eventually used most commonly in play (Effectiveness values; e.g. combat to-...")
  • 20:48, 14 February 2011 (diff | hist) (+158) N Kicker(Created page with "Player-authored Situation incorporated into the character-creation System; a formal version of Positioning. The term was first presented in the game Sorcerer.")
  • 20:48, 14 February 2011 (diff | hist) (+85) N Karma(Created page with "Resolution based on comparison of Effectiveness values alone. See DFK and Resolution.")
  • 20:48, 14 February 2011 (diff | hist) (+231) N Intuitive Continuity(Created page with "A method of preparing role-playing sessions in which the GM uses the players? interests and actions during initial play to construct the back-story of the scenario retroactively....")
  • 20:47, 14 February 2011 (diff | hist) (+376) N Instance of play(Created page with "Sufficient time spent on role-playing necessary to identify all features of System in operation. According to the Big Model, once these features are identified and evaluated in t...")
  • 20:47, 14 February 2011 (diff | hist) (+215) N Infamous Five(Created page with "A series of threads and sub-threads examining all the major topics of the Forge in relation to one another, and which helped to shape the community of the site. See The Infamous ...")
  • 20:47, 14 February 2011 (diff | hist) (+294) N Incoherence(Created page with "Play which includes incompatible combinations of Creative Agendas among participants. Incoherent play is considered to contribute to Dysfunctional play, but does not define it. I...")
  • 20:46, 14 February 2011 (diff | hist) (+178) N In-character(Created page with "An Ephemera. A style of narration using first-person point of view to describe character dialogue or actions. Neither IC or Out-of-Character (OOC) should be confused with Stance.")
  • 20:46, 14 February 2011 (diff | hist) (+244) N Impossible thing before breakfast(Created page with ""The GM is the author of the story and the players direct the actions of the protagonists." Widely repeated across many role-playing texts. Neither sub-clause in the sentence is ...")
  • 20:46, 14 February 2011 (diff | hist) (+332) N Immersion(Created page with "This term has no single definition. Some uses, among others, include: (a) undivided attention to the Shared Imagined Space, (b) the absence of overtly stating features of Social ...")
  • 20:45, 14 February 2011 (diff | hist) (+373) N Illusionism(Created page with "A family of Techniques in which a GM, usually in the interests of story creation, story creation, exerts Force over player-character decisions, in which he or she has authority o...")
  • 20:45, 14 February 2011 (diff | hist) (+337) N IIEE(Created page with "Intent, Initiation, Execution, and Effect - how actions and events in the imaginary game-world are resolved in terms of (1) real-world announcement and (2) imaginary order of occ...")
  • 20:45, 14 February 2011 (diff | hist) (+263) N Hybrid(Created page with "Play which combines two or more Creative Agendas. Observed functional hybrids to date include only two rather than all three, and one of the agendas is apparently primary or domi...")
  • 20:44, 14 February 2011 (diff | hist) (+152) N High-concept simulationism(Created page with "Play which strongly emphasizes an embedded theme and possibly a fixed storyline. Contrast with Purist for System. See Simulationism: the Right to Dream.")
  • 20:44, 14 February 2011 (diff | hist) (+157) N Hard Core(Created page with "Gamist play with minimal or even absent Exploration and high levels of inter-player competition; see Breaking the game, Calvinball, Powergaming, and Turnin'.")
  • 20:44, 14 February 2011 (diff | hist) (+143) N Handling Time(Created page with "The real time required to process, calculate, and interpret a resolution Technique once its procedures have been applied. See also Search Time.")
  • 20:44, 14 February 2011 (diff | hist) (+150) N GNS(Created page with "Abbreviation for Gamism, Narrativism, and Simulationism. When used as a single term, synonymous with Creative Agenda. Formerly referred to as "G/N/S."")
  • 20:43, 14 February 2011 (diff | hist) (+234) N Gnarliburr(Created page with "A character which cannot engage in relevant interaction with other characters and lacks identification-value for participants. Term introduced by David Kwill and the CLAWS societ...")
  • 20:43, 14 February 2011 (diff | hist) (+460) N GMing Tasks(Created page with "A family of tasks which are necessary to establish the Components of Exploration as play proceeds. They all concern Credibility regarding Scene Framing, IIEE, and Resolution. Sig...")
  • 20:42, 14 February 2011 (diff | hist) (+10) N GM-oomph(Created page with "See Force.")
  • 20:42, 14 February 2011 (diff | hist) (+264) N GM-ful play(Created page with "The Technique of distributing GMing Tasks across all the members of a role-playing group, up to and including re-distributing them during play, as opposed to concentrating them i...")
  • 20:42, 14 February 2011 (diff | hist) (+10) N GM-force(Created page with "See Force.")
  • 20:42, 14 February 2011 (diff | hist) (+323) N The GM(Created page with "Traditionally, a designated person given responsibility for some or all of the GMing Tasks. Since the actual tasks and authority over them varies widely across role-playing, this...")
  • 20:41, 14 February 2011 (diff | hist) (+316) N Genre expectations(Created page with "A Technique of establishing the Components of Exploration through a pre-play discussion among the participants, usually with references to previous sources, articulating what is ...")
  • 20:40, 14 February 2011 (diff | hist) (+287) N Genre(Created page with "This term is undefined, in practice, and requires clarification by its user to be meaningful. Arguably its content is accounted for upon identifying the Components of Exploration...")
  • 20:40, 14 February 2011 (diff | hist) (+169) N Generalist(Created page with "A role-playing game design which is non-specific for Setting. Typically such games correspond to the Purist-for-System parameters. See Simulationism: the Right to Dream.")
  • 20:40, 14 February 2011 (diff | hist) (+183) N Gamism(Created page with "One of the three currently-recognized Creative Agendas. The term was first proposed by Mary Kuhner for the Threefold Model; its usage is very similar in the Big Model. See Step O...")
  • 20:39, 14 February 2011 (diff | hist) (+109) N The Gamble(Created page with "An application or type of Challenge, based on high risk relative to predictability. A feature of Gamist play.")
  • 20:39, 14 February 2011 (diff | hist) (+527) N Fortune-in-the-middle(Created page with "Employing a Fortune Resolution technique (dice, cards, etc) prior to fully describing the specific actions of, physical placement of, and communication among characters. The Fort...")
  • 20:39, 14 February 2011 (diff | hist) (+209) N Fortune-at-the-end(Created page with "Employing a Fortune Resolution technique (dice, cards, etc) following the full descriptions of actions, physical placement, and communication among characters. See "Fortune in th...")
  • 20:39, 14 February 2011 (diff | hist) (+167) N Fortune(Created page with "A method of resolution employing unpredictable non-behavioral elements, usually based on physical objects such as dice, cards, or similar. See also DFK and Resolution.")
  • 20:38, 14 February 2011 (diff | hist) (+293) N Force(Created page with "The Technique of control over characters' thematically-significant decisions by anyone who is not the character's player. When Force is applied in a manner which disrupts the Soc...")
  • 20:38, 14 February 2011 (diff | hist) (+32) N Five elements of exploration(Created page with "See "Components of Exploration."")
  • 20:37, 14 February 2011 (diff | hist) (+185) N Fantasy heartbreaker(Created page with "A published role-playing game which retains specific aesthetic assumptions from pre-3rd edition versions of Dungeons & Dragons. See Fantasy Heartbreakers and More Fantasy Heartbr...")
  • 20:37, 14 February 2011 (diff | hist) (+307) N El Dorado(Created page with "A term for the unrealizable ideal of consistently addressing Premise through explicitly Simulationist play. This term is often mis-interpreted as Simulationist-Narrativist hybrid...")
  • 20:36, 14 February 2011 (diff | hist) (+62) N Lajos Egri(Created page with "The author of The Art of Dramatic Writing (1946); see Premise.")
  • 20:36, 14 February 2011 (diff | hist) (+139) N Effectiveness(Created page with "A Character Component: quantities or terms which are directly used to determine the success or extent of a character?s actions during play.")
  • 20:35, 14 February 2011 (diff | hist) (+125) N Dysfunction(Created page with "Simply, role-playing which is not fun. Most Forge discussions presume that un-fun role-playing is worse than no role-playing.")
  • 20:35, 14 February 2011 (diff | hist) (+259) N Drift(Created page with "Changing from one Creative Agenda to another, or from the lack of shared Creative Agenda to a specific one, during play, typically through changing the System. In observational t...")
  • 20:35, 14 February 2011 (diff | hist) (+156) N Dramatism(Created page with "One of the three styles of role-playing identified by Mary Kuhner in the Threefold Model, but not recognized as a distinct Creative Agenda in the Big Model.")
  • 20:34, 14 February 2011 (diff | hist) (+223) N Drama(Created page with "Resolving imaginary events based on stated outcomes without reference to numerical values or (in some cases) statements that have been previously established (e.g. written on a c...")
  • 20:34, 14 February 2011 (diff | hist) (+513) N Director Stance(Created page with "The person playing a character determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to i...")
  • 20:34, 14 February 2011 (diff | hist) (+224) N Dickweed character(Created page with "A character defined and played according to conflicts of interest with the other characters; potentially a primary source of adversity. The presence of a dickweed character does ...")
  • 20:33, 14 February 2011 (diff | hist) (+291) N Diceless(Created page with "Usually but not always referring to the absence of Fortune-based resolution during play. Alternatively, refers to relying on Drama Techniques for Resolution. See GNS and other ma...")
  • 20:33, 14 February 2011 (diff | hist) (+334) N Dial(Created page with "A feature of System by which a given aspect of the imaginary material may be increased or decreased, in terms of Effectiveness, Color, or Points-of-Contact. Depending on the syst...")
  • 20:33, 14 February 2011 (diff | hist) (+227) N DFK(Created page with "Short for Drama, Fortune, and Karma, referring to the Resolution mechanics of a given System, which may include any combination or blending of the three. Terms originally present...")
  • 20:33, 14 February 2011 (diff | hist) (+226) N Design(Created page with "This term is used in two distinct ways. (1) Referring to actual play, it is the sum of interactions among Techniques. (2) Referring to text, it is the written version of such int...")
  • 20:32, 14 February 2011 (diff | hist) (+220) N Deprotagonize (Paul Czege)(Created page with "To limit or devalue another person's opportunity to establish their character as a protagonist during Narrativist play. Note that this is specific to Paul's use of Protagonism st...")
  • 20:32, 14 February 2011 (diff | hist) (+176) N Death spiral(Created page with "The effects of a mechanic which not only has negative effects on a character, but also diminishes the Effectiveness of the ability to resist the re-application of the mechanic.")
  • 20:31, 14 February 2011 (diff | hist) (+201) N Currency(Created page with "The exchange rate within and among Character Components. Currency may or may not be explicit (e.g. "character points"), but it is a universal feature of System, specifically as i...")
  • 20:31, 14 February 2011 (diff | hist) (+109) N The Crunch(Created page with "An application or type of Challenge, based on high predictability relative to risk. A feature of Gamist play.")
  • 20:30, 14 February 2011 (diff | hist) (+171) N Cross(Created page with "The Technique of introducing effects from previous scenes into current scenes, although the scenes do not contain the same player-characters. Term coined in Sex & Sorcery.")
  • 20:30, 14 February 2011 (diff | hist) (+278) N Credibility(Created page with "The degree to which a given statement is adopted into the imaginary events of play, with or without reference to rules. A feature of the Lumpley Principle. Credibility may be app...")
  • 20:30, 14 February 2011 (diff | hist) (+262) N Congruence(Created page with "Play in which two or more different Creative Agendas may be expressed in such a way that they neither interfere with one another nor are easily distinguished through observation....")
  • 20:29, 14 February 2011 (diff | hist) (+284) N Conflict Resolution(Created page with "A Technique in which the mechanisms of play focus on conflicts of interest, rather than on the component tasks within that conflict. When using this Technique, inanimate objects ...")
  • 20:29, 14 February 2011 (diff | hist) (+177) N Components of Exploration(Created page with "In combination, the necessary parts of the imaginary content of a role-playing situation. Separately, they include Character, Setting, Situation, System, Color; see Exploration.")
  • 20:29, 14 February 2011 (diff | hist) (+416) N Competition(Created page with "Conflicts of interest such that goals achieved by one person bring a disadvantage to one or more others. Competition may operate independently (a) among people engaged in role-pl...")
  • 20:28, 14 February 2011 (diff | hist) (+212) N Color(Created page with "Imagined details about any or all of System, Character, Setting, or Situation, added in such a way that does not change aspects of action or resolution in the imagined scene. One...")
  • 20:28, 14 February 2011 (diff | hist) (+223) N Character components(Created page with "The System-specific features of a role-playing character. All are present for all characters, even if one or more is not explicitly part of the textual rules. See Effectiveness, ...")
  • 20:28, 14 February 2011 (diff | hist) (+120) N Character(Created page with "A fictional person or entity which may perform actions in the imaginary situation. One of the Components of Exploration.")
  • 20:28, 14 February 2011 (diff | hist) (+208) N Challenge(Created page with "The Situation, i.e., adversity or imposed risk to player-characters of any kind, in the context of Gamist play. It's the imaginative arena for the Creative Agenda of Step On Up. ...")
  • 20:27, 14 February 2011 (diff | hist) (+478) N Calvinball(Created page with "A potentially-dysfunctional Technique of Hard Core Gamist play, characterized by making up the rules of a game as it is played, especially in the immediate context of advantaging...")
  • 20:27, 14 February 2011 (diff | hist) (+136) N Breaking The Game(Created page with "A dysfunctional Technique of Hard Core Gamist play, characterized by rendering other participants' efforts ineffective without recourse.")
  • 20:27, 14 February 2011 (diff | hist) (+122) N Bob(Created page with "The Technique of withholding response or otherwise mandating a "rest" in the action of play. Term coined in Sex & Sorcery.")
  • 20:26, 14 February 2011 (diff | hist) (+401) N Blood Opera(Created page with "Play in which character generation focuses on potentially irreconcilable differences among at least some of the characters, and in which scenario generation is designed to put as...")
  • 20:26, 14 February 2011 (diff | hist) (+325) N Black Curtain(Created page with "The effects of a variety of Techniques a GM may employ to keep his use of Force hidden from the other participants in the game, such that they are at least somewhat under the imp...")
  • 20:26, 14 February 2011 (diff | hist) (+447) N Beeg Horseshoe Theory(Created page with "A proposed visual model for the relationship among the three Creative Agendas around a flat circle, with an "open space" for Simulationist play, because it may not exist. First p...")
  • 20:25, 14 February 2011 (diff | hist) (+207) N Bang(Created page with " The Technique of introducing events into the game which make a thematically-significant or at least evocative choice necessary for a player. The term is taken from the rules ...")
  • 20:25, 14 February 2011 (diff | hist) (+290) N Balance of Power(Created page with "How the "buck stops here" authority regarding resolution in play is distributed among members of a role-playing group. A feature of Social Contract, related to Credibility and GM...")
  • 20:24, 14 February 2011 (diff | hist) (+174) N Balance(Created page with "This term is undefined. Used without clarification by the user, it typically diminishes the value of discussions about role-playing. See the discussion in Gamism: Step On Up.")
  • 20:24, 14 February 2011 (diff | hist) (+161) N Authority(Created page with "The privilege given to a person, process, or written material to establish anything into the Shared Imaginary Space. A controversial topic; see also Credibility.")
  • 20:24, 14 February 2011 (diff | hist) (+332) N Author Stance(Created page with "The person playing a character determines the character's decisions and actions based on the person's priorities, independently of the character?s knowledge and perceptions. Auth...")
  • 20:23, 14 February 2011 (diff | hist) (+170) N Address Premise(Created page with "To establish, develop, and resolve a Premise during play, with emphasis on the decisions made by the protagonist characters. See also Premise, Protagonism, and Story Now.")
  • 20:23, 14 February 2011 (diff | hist) (+310) N Actor Stance(Created page with "The person playing a character determines the character's decisions and actions using only knowledge and perceptions that the character would have. This stance does not necessari...")
  • 20:23, 14 February 2011 (diff | hist) (+355) N Abashed(Created page with "Game design which displays features of one or more Creative Agenda that, in their applications, are operationally contradictory. It is a minor form of design Incoherence. However...")
  • 20:22, 14 February 2011 (diff | hist) (+428) N Techniques(Created page with "Specific procedures of play which, when employed together, are sufficient to introduce fictional characters, places, or events into the Shared Imagined Space. Many different Tech...")
  • 20:22, 14 February 2011 (diff | hist) (+191) N Social Contract(Created page with "All interactions and relationships among the role-playing group, including emotional connections, logistic arrangements, and expectations. All role-playing is a subset of the Soc...")
  • 20:22, 14 February 2011 (diff | hist) (+263) N Lumpley Principle(Created page with ""System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play." The author of the principle is Vincent Baker...")
  • 20:21, 14 February 2011 (diff | hist) (+235) N Exploration(Created page with "The imagination of fictional events, established through communicating among one another. Exploration includes five Components: Character, Setting, Situation, System, and Color. ...")
  • 20:21, 14 February 2011 (diff | hist) (+201) N Ephemera(Created page with "Moment-to-moment or sentence-to-sentence actions and statements during play. Combinations of Ephemera often construct Techniques. Changes in Stance represent one example of an Ep...")
  • 20:20, 14 February 2011 (diff | hist) (+482) N Creative Agenda(Created page with "The aesthetic priorities and any matters of imaginative interest regarding role-playing. Three distinct Creative Agendas are currently recognized: Step On Up (Gamist), The Right ...")
  • 20:20, 14 February 2011 (diff | hist) (+267) N Coherence(Created page with "The degree to which one or a combination of Creative Agendas are accepted and reinforced among members of a role-playing group. Coherence may also be applied to game design, but ...")
  • 20:19, 14 February 2011 (diff | hist) (+318) N The Big Model(Created page with "A description of role-playing procedures as embedded in the social interactions and creative priorities of the participants. Each internal "box," "layer," or "skin" of the model ...")

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