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RPG Theory
Dictionary or Glossary?
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Topic: Dictionary or Glossary? (Read 15033 times)
lampros
Member
Posts: 24
Dictionary or Glossary?
«
on:
December 01, 2005, 12:15:24 PM »
Is there a dictionary of indie game design terms or Intro Textbook around anywhere? I'm kind of confused about terms such as "stances" and "illusionist" and would like to get caught up to speed.
Thanks in advance,
alex
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Blankshield
Member
Posts: 407
Re: Dictionary or Glossary?
«
Reply #1 on:
December 01, 2005, 12:18:45 PM »
Click on the articles link at the top of the page, and read The Provisional Glossary.
thanks,
James
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I write games. My games don't have much in common with each other, except that I wrote them.
http://www.blankshieldpress.com/
timfire
Member
Posts: 756
Re: Dictionary or Glossary?
«
Reply #2 on:
December 01, 2005, 12:19:19 PM »
There's also a Design Theory Wiki somewhere, but I'm not sure the URL. John Kim's website is also great for theory stuff.
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--Timothy Walters Kleinert
John Kim
Member
Posts: 1805
Re: Dictionary or Glossary?
«
Reply #3 on:
December 01, 2005, 01:20:22 PM »
Quote from: timfire on December 01, 2005, 12:19:19 PM
There's also a Design Theory Wiki somewhere, but I'm not sure the URL. John Kim's website is also great for theory stuff.
That's
TheoryTopics Wiki
on Doyce Testerman's RandomWiki --
http://random.average-bear.com/TheoryTopics/HomePage
It goes by wiki philosophy -- so don't just read it, write it! Add comments, links, clarifications, etc.
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- John
Andrew Morris
Member
Posts: 1233
Re: Dictionary or Glossary?
«
Reply #4 on:
December 01, 2005, 01:21:56 PM »
To make it even easier,
The Provisional Glossary
.
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lampros
Member
Posts: 24
Re: Dictionary or Glossary?
«
Reply #5 on:
December 01, 2005, 04:26:33 PM »
Thank you!
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lampros
Member
Posts: 24
Re: Dictionary or Glossary?
«
Reply #6 on:
December 01, 2005, 05:48:21 PM »
Hmm.....could somebody give me an example of a dial? What about a dial which moves during play?
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Eero Tuovinen
Acts of Evil Playtesters
Member
Posts: 2591
Re: Dictionary or Glossary?
«
Reply #7 on:
December 02, 2005, 05:43:59 AM »
That's simple: let's say we have this fantasy adventure game with a "Magic dial". Here's how it goes:
At the beginning of the game the players agree what kind of game they want to play:
High magic:
every character has a caster level equal to level/2, with spell lists listed with the character class. Magic items are
common
.
Low magic:
only spellcasting characters have caster levels. Magic items are
rare
.
No magic:
Nobody has spells, but spellcasting characters have
Alchemy
and
Ritual
at their caster level. Magic items are
one-time
only.
Note:
the 9th level spell "Break Magic" lowers the Magic dial by one each time it's cast. Should any of the Nine Gates of Hades be opened, the Magic dial is heightened by one due to magic leaking into the world.
So that's a basic invented example of a dial. The game in question is intentionally a banal D&D rip-off, but the principle is sound. Note that the same dial can be moved through play (casting a suitable spell, opening gates to Hades) and pre-play agreement. This dial also has the typical dial phenomenon of changing the rules system somehow depending on the dial position.
Classical examples of dials are in Hero System, octaNe, Trollbabe and D&D, to mention a few. D&D? Yeah, there's a number of options in the Dungeon Master's guide that are far from "optional", like the way training is handled. It's equally reasonable to require training time or to hand-wave it, so that's a classical dial.
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