An RPG Lexicon

This is a glossary to the RPG Lexicon series of blog posts, articles describing the terms I find useful for creating and evaluating works of RPG writing and design, and for describing play. Some of these terms originated elsewhere, in the wider industry and hobby; some I've coined myself; some are hybrids. They are, collectively, a design tool. A few notes going in:

  • The glossary presumes familiarity with basic hobby terms (GM, campaign, the difference between the player and the PC etc).
  • Many of these terms come in pairs: "strong" vs "weak" characterization, "ephemeral" vs "reliable," etc. In every case, paired terms represent the contrasting ends of a spectrum, even when I write about them as discrete entities to keep from drowning in qualifiers and asides.
  • Every term is hyperlinked to the most relevant article on Rolltop Indigo. If a term seems unclear in this abbreviated form, refer to the relevant articles. If there's still more to explore, my inbox is open.



Character-Facing: A diegetic fact the PCs are consciously aware of is character-facing.
Characterization: The revelation of a fictional character's nature. In design context, this usually refers to the potential of scenario or setting material to be characterizing. In play-analysis context, it's about exploring events that were.

Cold: The metaphorical temperature of a lot of published RPG material. My own design ideals tend strongly toward the warm, though I regard cold as crucial for providing contrast and sweet, beloved asymmetry.

Correspondence: A quality describing the relationship between a diegetic element, and a Visible Rule describing or relating to that element. Such correspondence can be clear or abstract, loose or tight, causal or acausal, and many others. Not a quality we examine often, but it might come up.

Creative Problem-Solving: When the Player Characters solve an in-game problem in ways outside the rules, systems and procedures defined in the Visible Rulebooks (frequently by employing ephemeral resources), that act of problem-solving is creative. Contrast to mechanistic problem-solving.

Diegetic: Something is diegetic when it exists within the gameworld.

Ephemeral Resources: In-world assets without objective, defined functions in the Visible Rulebooks, assets which rely on the Game Master's discretion when the characters employ them. For example, a given NPC may have a known fondness for Yoo-Hoo brand artificially chocolate-inspired beverage, without any explicit Visible Rulebook definition for what "a fondness" mechanically entails, but which PCs might still leverage to entice that NPC. Contrast to reliable resources.

Ephemeral Rules: As with ephemeral resources (q.v.), any tactically-relevant fact can be usefully defined along a spectrum from "ephemeral" to "reliable," both in terms of how clearly-defined they area in the Visible Rulebooks, and how enduring their tactical relevance may be to play.

Extradiegetic: Something is extradiegetic when it exists in the real world of players and dice, rather than in the gameworld. Game systems (the Visible Rules) are wholly extradiegetic.

Firm: A quality of rules, whether Visible or Invisible. A firm rule is absolute, objective, with little room for nuance or negotiation.

Flat Tactics: Gameplay focused on challenges and tactics which can be resolved by consulting the system (mechanistic problem-solving in the face of system-defined obstacles and complications), with only occasional need for adjudication by the Game Master.

Invisible-Leaning: Can refer to both games and styles of play. Invisible-Leaning gaming assigns more importance to the Invisible Rulebooks than to the Visible Rulebooks. It's worthwhile to note that importance is critical to the definition while quantity and density are not. Some Visible-Leaning games are 'rules-light,' just as some Invisible-Leaning games are 'rules-heavy.' In an Invisible-Leaning game, mechanistic problem-solving (solving problems according to the game's rules, systems and procedures) is an exceptional form of play, while creative problem-solving (the use of Tactical Infinity) is the norm.

Invisible Rulebooks: A metaphor for the knowledge and experience available to each gamer, to illustrate that a Game Master's rulings, and a player's or player-character's tactics, can draw as much from the knowledge and experience of the gamers responsible as from the use of the Visible Rulebooks. The Game Master's use of the Invisible Rulebooks are what makes Tactical Infinity possible, and is thus crucial to the nature of the Traditional RPG and some neighboring forms.

Mechanistic Problem-Solving: When the players and/or Player Characters solve an in-game problem according to the rules, systems, and procedures defined in the Visible Rulebooks (frequently by employing reliable resources), that act of problem-solving is mechanistic. Contrast to creative problem-solving.

Non-Presumptive: In adventure design, this describes a problem designed with sufficient openness for the PCs to create and implement their own solution. Contrast to presumptive.

Object: The goal of play, toward which tactics are attempted, which in the Traditional RPG is manifold, evolvable, and subjective thanks to the central importance of characters. Useful subcategories in RPG context include foundational objectives (baked into the game), scenario and campaign objectives (provided by the adventures the characters undertake), character objectives (specific to a single in-game character) and group objectives (goals shared by multiple PCs independent of the other forms).

Porn Logic: In adventure design, this is dependence on obstacles made of a game system's supported mechanistic loops. If the system’s core loop is chase scenes, for example, and the “goal” of the adventure is to rescue a political prisoner, it’ll just so happen, according to porn logic, that the way to rescue the prisoner is to have and succeed in a series of chase scenes. If porn logic is abandoned, the PCs would instead need to create and implement a rescue.

Prescriptive: A more assertive cousin to presumptive (q.v.). In adventure design, a problem is prescriptive if it can really only be approached in one predetermined way.

Presumptive: In adventure design, a problem is "presumptive" if solving it has a notably finite range of approaches, an objectively optimal approach, or if it's designed to deliberately exclude approaches. This presumption of solutions undermines both Tactical Infinity (q.v.) and Characterization (q.v.). Contrast to non-presumptive and compare to prescriptive.

Reliable Resources: In-world assets with objective, defined functions in the Visible Rulebooks, which the player can rely on as accurate when the character employs them. For example, a given set of rules may specify that an old machine gun has a 1% chance of misfiring (which jumps to 15% when the gun is wet or dirty), statistics the player may reliably factor in to tactical decisions. Contrast to ephemeral resources.

Rich Tactics: Gameplay focused on challenges and tactics placed largely outside the system (in the realm of the Invisible Rules, using Creative Problem-Solving to address problems defined in world and scenario terms), which thus require regular need for adjudication by the Game Master.

Shareable: A quality of a rule, whether visible or invisible (q.v.) where two gamers can share a mutual, clear understanding of that rule.

Soft: A quality of rules, whether Visible or Invisible. A soft rule is flexible, subjective, with lots of gameable room for nuance and negotiation.

Strong Characterization: In-game characterization (q.v.) which reveals more private, intimate truths about the PC.

Systemless RPG: An uncommon form of TTRPG, largely identical to Traditional but played without Visible Rulebooks.

Tactical Infinity: The freedom of the Player Characters to attempt any tactic to solve a problem, subject to the adjudication of the Game Master. Tactical Infinity is unique to games with a trad-style GM, and so is present in both Visible-Leaning and Invisible Leaning trad games, as well as D&D games, OSR games, and systemless games. It is not present in storygames (which replace it with directorial/authorial modes of play), and is typically irrelevant to theatrical/gameless roleplay forms.

Tactical Roleplaying: Roleplay fused with gameplay, so that in-character nature, in-character choice and in-character actions determine important game outcomes. Correlates strongly with Invisible-Leaning play.

Theatrical RPG: An uncommon form of TTRPG, where players roleplay, but PCs aren't faced with problems to solve. The roleplaying is thus non-tactical, similar to that in more Visible-Leaning forms of trad, D&D and OSR play.

Trad: Short for "Traditional [Roleplaying Game]."

Traditional Roleplaying Game: The once-standard form of tabletop RPG, where each player plays (makes decisions for/as, and to some extent portrays) a character, and the Game Master shoulders the rest (including portraying and determining everything about the remainder of the gameworld, and providing the sensory input for the PCs). Structurally, stylistically, socially and/or modally distinct from other forms of TTRPG. Everything I write about RPGs is specific to the traditional RPG, and typically does not apply to neighboring forms.

Visible-Leaning: Can refer to both games and styles of play. Visible-Leaning gaming assigns more importance to the Visible Rulebooks than to the Invisible Rulebooks. It's worthwhile to note that importance is critical to the definition while quantity and density are not. Some Visible-Leaning games are 'rules-light,' just as some Invisible-Leaning games are 'rules-heavy.' In a Visible-Leaning game, creative problem-solving (the use of Tactical Infinity) is an exceptional form of play, while mechanistic problem-solving (solving problems according to the game's rules, systems and procedures) is the norm.

Visible Rulebooks: The literal rulebooks used when playing RPGs. The Player's Handbook and Monster Manual, for example, are two of of the Visible Rulebooks used when playing the current edition of D&D. The four-page Risus: The Anything RPG PDF is a Visible Rulebook used when playing Risus.

Warmth: A thoroughly subjective concept which applies to every facet and layer of RPGs, from the organization of rules to the boxes on a character sheet to the beating heart of roleplaying and adventuring. As it's one of my core design ideals, I mention it a lot. It defies tidy definitions, partly because it's many things, none of them "tidy." Tidiness is cold.

Weak Characterization: In-game characterization (q.v.) which reveals only shallow, surface aspects of the character (their favorite abilities, for example, or whether they're "good guys" or "bad guys" in broad terms).


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