RPGSpeak -------- by John M. Ford CHARACTER: A set of numbers created for the purpose of killing things. THINGS: Sets of numbers created to be killed by characters. MONSTER: A subset of THINGS that may occcasionally kill characters in return, as determined by DICE (which see). CHARACTER CREATION SYSTEM: There are two varieties. In DIE-ROLLING SYSTEMS the player rolls dice until an acceptably large set of values appears. POINT-ALLOCATION SYSTEMS save time by permitting the player to make up the numbers. COMBAT SYSTEM: A method of dramatically postponing the killing of things. MAGIC SYSTEM: A method of dramatically increasing the number of things that may be killed in one game-turn. ATTRIBUTES: Points scored for successful play of the CHARACTER CREATION SYSTEM (which see). ATTRIBUTES come in many named varieties, each of which measures the character's ability to kill things. (Exceptions are HIT POINTS, which measure things' ability to kill the character, and WISDOM, which measures nothing.) EXPERIENCE POINTS: 1) A mathematical expression of the designer's awe at his latest monster. 2) An award of no intrinsic value, which may be exchanged for the ability to accumulate such awards at an increased rate. See WAGE-PRICE SPIRAL. MONEY: See EXPERIENCE POINTS (defs. 1 and 2). ALIGNMENT: An acceptable form of prejudice in RPG societies, leading to random violence, political overthrow, and occasionally genocide. CLASS: An arbitrary set of union rules that influence the players' selection of numbers in the CHARACTER CREATION SYSTEM. ("The history of role-playing games is a history of class struggle." -- Gandalf Marx, 14th-level Philospher) LEVEL: Method of counting EXPERIENCE POINTS for those who cannot cope with three-digit numbers. NPC CLASS: A CLASS (which see), forbidden to players, which is so effective at killing things that all players immediately acuire such characters. MODIFIER: Any number which may be ignored. TABLE: A graphic device consisting of a numbered list of vaguely related words, intended to save time and enhance play by ensuring that the same three goblins appear every five minutes. GAMEMASTER SCREEN: A graphic device that combines frequently-used reference materials into a form they should have had to begin with. Theoretically intended to stand erect, shielding GM documents from view; in practice, designed to topple over when subjected to such game table events as rolling dice or breathing. PLAYER SATISFACTION: Calculated by the neo-Lanchester formula: (TK/CK x NS/CP)ND x BC where TK = number of things killed by characters CK = number of characters killed by things CP = cover price of rules and supplements NS = number of supplements ND = number of types of dice required for play BC = beers consumed during session BASIC SET: The first three volumes of a game system, always packaged as an independent unit whether or not they are adequate to begin play. ADVANCED SETS: Volumes that must be added to the BASIC SET to make play possible, unless advertised as an ENTIRELY NEW GAME (which see). SUPPLEMENTS: Method of avoiding REVISION (which see). PUBLISHER'S MAGAZINE: Method of insuring that errata, rules modifications, discussions, etc. go out of print in the shortest possible time. MINIATURES: A time-consuming and expensive art form in which many role-players indulge, in the same hope of eventual utility that leads others to save pieces of string. COMPUTER ROLE-PLAYING: A technique for enjoying all the tedious mechanical aspects of gaming with none of the human response or interaction. REVISION: See ENTIRELY NEW GAME. ENTIRELY NEW GAME: See REVISION. DICE: Small objects used to generate excuses for poor performance.