RPG Theory Glossary: R
0-9 A B C D E F G H I J-K L M N O P-Q R S T U V W X-Z Index
- Railroading
- Broadly-used term for linear plotting in RPGs. (1) GM behavior when the planned scenario requires a particular sequence of events/scenes leading to a particular ending. The GM ensures that it arrives there by a variety of means. This is generally pejorative, but is sometimes defended as valid as long as it is not overused. (2) On the Forge, a purely negative term for GM behavior that breaks the Social Contract via the GM controlling a player-character's decisions or opportunities for decisions.
References:
So... What is Railroading? (Using Illusionism Terminology)
Railroading, Star Wars, and more
Railroading Fun
- Relationship Map
- In general, diagramming relations between characters by arrows or other lines between them -- a technique from fiction writing. In RPG, it is suggested in "The Sorcerer's Soul" supplement for Sorcerer as a technique to help with scenario preparation. That recommends creating a map with only bonds of family relationship and sexual contact. See also Storymap
References:
Relationship maps
relationship maps and all that jazz
- Resource
- As a Character Component, any available usable pool upon which Effectiveness or Metagame mechanics may draw, or which are reduced to reflect harm to the character.
References:
Gamism: Step On Up
- Reward System
- Enjoyability payoff that prompts further play, usually expressed in Explorative terms but not restricted to Exploration.
References:
Gamism: Step On Up
- RGFA
- Short for rec.games.frp.advocacy, a Usenet newsgroup where much RPG theory discussion took place particularly from 1996 to 1999. This forum was the origin of the Threefold Model and Narrative Stance Model.
References:
RGFA at Google Groups
John Kim's rgfa info
- Role Levels
- A concept suggested by Ron Edwards for levels of player involvement: (1) The player's social role in terms of his character -- the mom, the jokester, the organizer, the placator, etc. (2) The character's thematic or operational role relative to the others -- the leader, the brick, the betrayer, the ingenue, etc. (3) The character's in-game occupation or social role -- the pilot, the mercenary, the alien wanderer, etc. (4) The character's specific Effectiveness values -- armor rating, weapon attributes, specific skills and their values, available funds, etc.
References:
The class issue
John H. Kim <jhkim@darkshire.net> Last modified: Tue Mar 18 15:19:07 2008