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Parallel Visions: City of Angels City of Demons ebook and trade paperback available on Amazon (or here).
The question of whether Vance was dead or not became more than academic when he found himself in a bathtub up to his chin in ice water like some forgotten cocktail garnish, a demonic woman standing over him, and no memory of how he got there.
Read free chapters of Parallel Visions: City of Angels City of Demons here
The Red Rook, sequel to Dispensing Justice and the second novel of Nova Genesis World is now available for Kindle or as a paperback at Amazon.
Read free chapters of Dispensing Justice here (or get it here).
Read free chapters of The Red Rook here (or get it here). -- Fritz Freiheit

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RPG Glossary

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2D6 is an abbreviation for two six-sided dice. (e)


3D6 is an abbreviation for three six-sided dice. (e)






D4 is an abbreviation for a four-sided die. (e)


D6 is an abbreviation for a six-sided die. (e)


D8 is an abbreviation for a eight-sided die. (e)


D10 is an abbreviation for a ten-sided die. (e)


D12 is an abbreviation for a twelve-sided die. (e)


D20 is an abbreviation for a twenty-sided die. (e)


D100 is an abbreviation for a one-hundred-sided die or for percentile die. More commonly, a 1D100 roll uses 2D10 where one D10 represents the tens, and the other represents the ones, in which case this is a percentile dice roll. (e)


Template:Damage (e)


Dice are regular polyhedrons with various markings on their surfaces, most commonly six sided with one to six pips or numbered 1 to 6. (e)

die roll

Template:Die roll (e)

dungeon crawl

Template:Dungeon crawl (e)

dungeon master

Template:Dungeon master (e)

dungeon run

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Dungeons and Dragons

Dungeons & Dragons (abbreviated as D&D[1] or DnD) is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule system. D&D's publication is widely regarded as the beginning of modern role-playing games and the role-playing game industry.[2]
D&D departs from traditional wargaming and assigns each player a specific character to play instead of a military formation. These characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master serves as the game's referee and storyteller, while also maintaining the setting in which the adventures occur and playing the role of the inhabitants. The characters form a party that interacts with the setting's inhabitants (and each other). Together they solve dilemmas, engage in battles and gather treasure and knowledge.[2] In the process the characters earn experience points to become increasingly powerful over a series of sessions.
The early success of Dungeons & Dragons led to a proliferation of similar game systems. Despite this competition, D&D remains the market leader in the role-playing game industry.[3] In 1977, the game was split into two branches: the relatively rules-light game system of Dungeons & Dragons and the more structured, rules-heavy game system of Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD). [1][4] AD&D 2nd Edition was published in 1989. In 2000, the original line of the game was discontinued and the AD&D version was renamed Dungeons & Dragons with the release of its 3rd edition with a new system. These rules formed the basis of the d20 System which is available under the Open Game License for use by other publishers. Dungeons & Dragons version 3.5 was released in June 2003, with a 4th edition in June 2008. [5]
As of 2006, Dungeons & Dragons remained the best-known[6] and best-selling[7] role-playing game, with an estimated 20 million people having played the game and more than US$1 billion in book and equipment sales.[8] The game has been supplemented by many pre-made adventures as well as commercial campaign settings suitable for use by regular gaming groups. Dungeons & Dragons is known beyond the game for other D&D-branded products, references in popular culture and some of the controversies that have surrounded it, particularly a moral panic in the 1980s falsely linking it to Satanism and suicide. The game has won multiple awards and has been translated into many languages beyond the original English.
(Source: Dungeons and Dragons at Wikipedia )














The following has been excerpted from Design Patterns of Successful Role-Playing Games by John Kirk:

A gauge that is a common characteristic, a commonality. (See the Attribute design pattern.)
A personality in a game portrayed by a player, including possibly the Game Master.
An aspect of a character. A character’s name, height, age, beauty, and strength are all characteristics.
Common Characteristic (or Commonality) 
A characteristic common to all characters of a given type in a game. A character’s name, height, age, beauty, and strength are frequently common characteristics. The definition of “character type” and how the common characteristics are selected is game specific, however. Most games directly state the attributes and other commonalities characters possess. But, some allow each gaming group to tailor attribute selection to their desires. Once the common features are chosen, however, they apply to all characters of the type. (Some games provide different sets of attributes for player and non-player characters. Such games partition PC’s and NPC’s into different types.)
A point of contention between two or more players concerning what facts should be introduced into a game world.
A conflict that is resolved through mechanical means (i.e. dice rolls, comparing numbers, etc.).
Derived Attribute 
An attribute whose value is determined by a formula. Typically the formula uses other attribute values to generate a number.
An outcome based purely on story considerations. A drama based conflict rolls no dice and compares no numbers. Outcomes are exclusively determined by what would be most entertaining for the participants.
A selected characteristic that is specifically not also a gauge. A character either has a flaw or he does not. Flaws are structurally very similar to gifts. But, flaws are generally considered detrimental to a character rather than beneficial.
An outcome that is at least partly based on random factors. This may include rolling dice, drawing cards, or any other random value generator.
Game Master (GM) 
A player assigned different responsibilities from other players. These responsibilities commonly include acting as the final authority in disputes, playing NPC’s, describing scenes, etc. Some games have no Game Master. But, as of this writing, the majority of games use this concept. (See the Game Master design pattern.)
A graduated value generally associated with a name. Commonly the graduated values are numbers, but this is not always the case. (See the Gauge design pattern.)
A selected characteristic that is specifically not also a gauge. A character either has a gift or he does not. In general, gifts are considered beneficial to a character’s well-being. (See the Gift design pattern.)
A selected characteristic that is also a gauge and is generally considered detrimental to a character’s well-being. Handicaps are structurally similar to skills.
An outcome based on non-random value comparisons. A karma-based contest directly compares two values to determine an outcome.
Non-Player Character (NPC) 
A character portrayed by the Game Master as part of that role.
Optional Characteristic 
A characteristic that is not common to all characters of a given type.
Any person participating in a role-playing game.
Player Character (PC) 
A character portrayed by any player while not assuming the role of Game Master. (This somewhat contradicts the previous definition of ‘player’, but it is so commonly used that it would be foolish to try and re-define it now.)
Primary Attribute 
An attribute whose value is set directly by a player rather than being derived by a formula from other attributes. Commonly Primary Attributes are used in formulae to determine the values of Derived Attributes but their own values are not determined by formulas. Typically, primary attribute values are generated by die rolls or set by spending some resource.
The specific value of a gauged skill, handicap, or ranked trait. Also used as an adjective in place of ‘gauge’ when describing such skills and traits (i.e. “Horsemanship is a ranked ability.”) (See the Rank design pattern.)
Ranked Trait 
A trait that is also a gauge.
Selected Characteristic 
A characteristic selected from a pre-defined list of choices.
Shared Gauge 
A gauge that is shared by many characters.
A selected characteristic that is also a gauge and is generally considered beneficial to a character. (See the Skill design pattern.) Note that a skill may or may not be optional.
A characteristic made up by a player without drawing it from a pre-defined list of choices. (See the Trait design pattern.) Note that a trait may or may not be optional.

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