Common Terms for Tabletop Roleplaying Games
Basic Terms
Game Master (GM) / Dungeon Master (DM):
The person who organizes the game, describes the world, and controls the non-player characters (NPCs) and events.
Player Character (PC):
A character in the game controlled by a player, not the GM.
Non-Player Character (NPC):
Characters controlled by the GM. They populate the world and interact with the PCs.
Campaign:
A series of game sessions that follow a continuous story or set of related adventures.
Session:
A single meeting where the game is played, typically lasting a few hours.
Adventure:
A specific quest or mission within a campaign.
Game Mechanics
Roll (Rolling Dice):
The act of throwing dice to determine the outcome of actions. The type of dice is usually denoted by "d" followed by a number (e.g., d20 for a 20-sided die).
Hit Points (HP):
A measure of a character's health. When HP reaches zero, the character is usually incapacitated or dead.
Ability Scores:
Numerical values representing a character's core attributes, such as strength, dexterity, intelligence, etc.
Skills:
Specific abilities a character can use, often requiring a dice roll to determine success.
Class:
The character's profession or role, which determines their abilities and skills (e.g., wizard, fighter, rogue).
Race:
The character's species, which provides certain traits and abilities (e.g., human, elf, dwarf).
Level:
A measure of a character's experience and power. Characters gain levels by earning experience points (XP).
Experience Points (XP):
Points awarded for completing tasks, defeating enemies, and progressing in the game. Accumulating enough XP results in leveling up.
Saving Throw:
A roll made to resist or avoid certain effects, like spells or traps.
Game Play
Roleplaying (RP):
The act of acting out a character's actions and decisions, often including dialogue and interaction with other characters.
Initiative:
Determines the order in which characters act during combat or other time-sensitive events.
Combat:
A structured sequence of actions where characters engage in battle.
Critical Hit/Critical Fail:
A particularly good or bad result from a dice roll, often on a natural 20 (crit hit) or natural 1 (crit fail) on a d20.
Magic:
Abilities or spells that produce supernatural effects. Magic systems vary between different RPGs.
Miscellaneous
Alignment:
A character's ethical and moral perspective, often categorized along two axes: law vs. chaos and good vs. evil.
Quest:
A mission or goal given to the characters, often by NPCs.
Lore:
The background story and world-building details of the game setting.
Metagaming:
When a player uses knowledge that their character wouldn't have to make decisions in the game.
House Rules:
Custom rules added by the GM or players that are not part of the official game rules.
Abbreviations
AC (Armor Class):
A measure of how hard it is to hit a character in combat.
DC (Difficulty Class):
The number a player needs to roll on a die (plus modifiers) to succeed at a task.
RAW (Rules As Written):
Following the game rules exactly as they are written in the official materials.
RNG (Random Number Generator):
Refers to the dice or other random element determining outcomes in the game.
TTRPG (Tabletop Role-Playing Game):
The genre of games played with physical materials (like dice and character sheets) around a table.