RPG Theory Glossary: M
A broadly-used term with multiple meanings.
(1) Most commonly, this means dealing with concerns of the
players and GM, as opposed to the characters in the gameworld.
Examples of metagame concerns could include spotlight time,
plot scripting, and who brought the munchies. i.e. External
to the diegesis.
(2) Within GNS theory, this is a Character Component
including all positioning and behavioral statements about the character,
as well as player rights to override the existing Effectiveness rules.
(3) Within Ron Edwards' layered model, all aspects of play that
concern non-Explorative matters or priorities -- i.e. Social
Contract and GNS mode (aka Creative Agenda).
Traditionally, mechanics which are not representative of in-game
reality. For example, plot points or Drama Deck cards would be
examples. In Ron Edwards' Big Model, this is
termed as "where System and Social Contract meet, without Exploration
as the medium."
A widely-used term for an overarching plot which appears in published
RPG books, such that over many published books (including several
game series from White Wolf) you can read about the adventures of
these characters. How this is supposed to apply to ongoing games
is a matter of considerable debate.
A common term for players who immerse heavily in character (cf.
Immersion). This corresponds to the "roleplayer"
type of the Blacow Player Types, which was later
renamed by Robin Laws as the "Method Actor" in his seven player
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
Broadly, a small or immature person (from The Wizard of Oz
film). In gaming, it is a derogatory term which can suggest
various behaviors considered immature, such as Power
Gaming or Gamism or
Hard Core play.
The Munchkin's Guide to Power Gaming
John H. Kim
Last modified: Tue Mar 18 15:19:07 2008