glossary

glossary

Retcon 

The act of altering previously established events in a story to better fit new developments or correct earlier inconsistencies. It lets the group adjust past details without rewriting the entire campaign. Retcons can refine worldbuilding or fix plot issues, but need careful use to avoid breaking player immersion.

glossary

Roll-playing 

A style of play that emphasizes dice rolls, mechanics and numerical optimization over character depth or narrative immersion. Players focused on roll-playing tend to approach encounters as tactical puzzles rather than roleplay scenes. The term is often used contrastively to highlight a more rules-driven, less story-centric approach to the game.

glossary

Rule as Written (RAW)

Iinterpreting a rule strictly according to its exact wording, without adding author intent or personal assumptions. This approach prioritizes literal text over broader interpretation, even if the outcome feels rigid or unintuitive. Players often use RAW to settle unclear situations in a consistent and objective way.

glossary

Save / Throw / Saving Throw  

A defensive roll made to resist harmful effects such as spells, traps or environmental hazards. It represents a character’s ability to avoid, reduce or withstand danger through reflexes, willpower or physical toughness. A successful saving throw prevents or mitigates negative consequences, keeping the character in action.

glossary

Munchkin

A player who bends or exploits game rules in pursuit of maximum personal advantage, often ignoring tone, story and group cohesion. This style prioritizes winning over collaboration, leading to characters that feel exaggerated, inconsistent or deliberately overpowered. The term is usually humorous but carries a clear critique of play driven solely by self-interest.

glossary

Narrativism

A playstyle that prioritizes story, character development and thematic cohesion over strict mechanical optimization. Decisions are guided by what best serves the narrative rather than what yields the highest tactical benefit. Narrativist groups focus on emotional stakes, dramatic arcs and collaborative storytelling as the core of the experience.

glossary

Non-Player Character (NPC) 

Any character controlled by the Game Master rather than the players, serving roles such as allies, quest-givers, rivals or everyday inhabitants of the world. NPCs help shape the setting, deliver information and create dramatic tension through their actions and personalities. They act as narrative tools that bring the game world to life.

glossary

One-Shot

A self-contained RPG session or short adventure designed to begin and end within a single meeting. It focuses on concise storytelling, quick character setup and clear goals that can be resolved in one sitting. One-shots are used to test new systems, play between campaigns or offer a low-commitment, high-impact gaming experience.

glossary

Party 

The group of player characters who adventure together, combining their abilities and perspectives to overcome challenges. The party functions as the game’s central team, sharing risks, resources and narrative arcs. Its dynamics often shape the tone, strategy and emotional core of a campaign.

glossary

Player Character (PC) 

A character controlled directly by a player, representing their perspective and actions within the game world. PCs drive the narrative through their decisions, goals and interactions with the setting. Each PC contributes unique abilities and personality traits that help define the direction and style of the campaign.

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