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Tropes common to Tabletop RPGs:

Categories

  • An Adventurer Is You: Adventurers and typical adventuring classes.
  • A God Is You: Players take the role of gods.
  • Alliteration & Adventurers: Dungeons & Dragons-style Alliterative Titles.
  • Balance Buff: Increasing the effectiveness of a game element or mechanic to make it more useful.
  • Black Mage: A class focused on damage output.
  • Character Alignment: An abstracted system used to simulate the ethical nature of characters.
  • Character Customization: When a game allows you to customize its protagonist to your tastes.
  • Character Level: Representing a character's increasing prowess by moving them through abstracted levels of greater strength.
  • Character Tiers: Ranking lists of what characters are the best, for varying values of "best".
  • Chunky Salsa Rule: Sufficient bodily destruction kills you regardless of however many hit points you still have.
  • Class Change Level Reset: When a character changes classes, they've got to start leveling again from the bottom.
  • Combat Medic: A healer character who can also fight.
  • Convenient Questing: The party's next destination will be the closest area that hasn't been accessible already.
  • Critical Failure: A random chance of dramatic failure.
  • Critical Hit: A random chance of dramatic success.
  • Damage Reduction: The ability to reduce how much damage you take from attacks.
  • Damage Typing: Classifying damage into distinct types based on nature, source, and severity.
  • Dump Stat: A character stat that players skimp on in order to have more points to spend on others.
  • Dungeon Crawling: Gameplay focused on killing monsters, taking their stuff, and doing it again somewhere else.
  • Dungeon Maintenance: Dungeons are deliberately kept in a state fit for adventurers to explore.
  • Dungeonmaster's Girlfriend: Gaining an advantage in gameplay because of a real-life relationship with the person running the game.
  • Elite Tweak: Tweaking the rules for a character or item to make them much more effective than they are by default.
  • Empty Levels: Leveling up a character offers few practical benefits.
  • Experience Points: A point system used to abstractly represent a character's growing experience and skill.
  • Failed a Spot Check: A character fails to notice something obvious.
  • Fantasy Character Classes: Recurring types of gameplay classes used in role-playing games.
  • Fighter, Mage, Thief: Three basic character classes: the brawn/melee damage-dealer the brains/ranged damage-dealer, and the bluff/sneaky damage-dealer.
  • Game Master: The guy who serves as a referee and storyteller for the game.
    • GMPC: A GM-controlled NPC who travels with the rest of the player characters.
    • Killer Game Master: A GM who seems to have more fun screwing with the players than running a fair game.
  • Gameplay Randomization: Gameplay mechanics that involve explicit randomization in some way or form.
  • Game System: A system of mechanics used to regulate gameplay and simulate actions.
  • The GM Is a Cheating Bastard: The guy running the game can do whatever he feels like doing.
  • Grand Tabletop Rules List: A list of rules meant for people new to tabletop RPGs.
  • Grappling with Grappling Rules: Rules meant to simulate grappling other characters are usually weird and frustrating.
  • Heavy Equipment Class: A class that can use weapons and/or armor too heavy for others.
  • Honest Rolls Character: Stats are randomized, so PCs get gimped by their player's honesty
  • Horny Bard: The tendency for The Bard to also be a shameless seducer.
  • House System: A custom system of rules used by an established gaming group.
  • Hybrid-Overkill Avoidance: A tendency to avoid making too many hybrids of gameplay classes and/or races.
  • In and Out of Character: The game's events are put on hold while the players chatter over decisions and mechanics.
  • Junk Rare: A rare item that's useless in gameplay.
  • Lawful Stupid, Chaotic Stupid: A tendency to exaggerate character alignments into self-defeating idiocy.
    • Chaotic Stupid: Being random and contrarian even when it's stupid or pointless to be so.
    • Lawful Stupid: Obeying laws inflexibly and mindlessly, without reasoning about why the laws exist or what they're meant to do.
    • Stupid Good: When being good means being an ineffectual doormat.
    • Stupid Evil: When being evil means being a mustache-twirling dunce.
    • Stupid Neutral: When being neutral means having no ambition, beliefs, or character depth.
  • Level Drain: The ability to remove character levels from other players and/or NPCs.
  • Linear Warriors, Quadratic Wizards: Magic-user classes gain more power at high levels than melee-focused classes.
  • Limited-Use Magical Device: A magical item can only be used a few times before becoming useless.
  • LitRPG: A story about characters playing an RPG, complete with details of their game progression.
  • Live-Action Role-Play: Acting out the events of an RPG in real life.
  • Loads and Loads of Rules: Games with extensive, comprehensive, absolutely all-exhaustive rulesets.
  • Magically Inept Fighter: Melee-focused classes have an explicit disadvantage in using magic.
  • Maximum HP Reduction: The ability to reduce the maximum health cap of other players and/or NPCs.
  • Mega Dungeon: A dungeon extensive enough to run a whole campaign in.
  • Mechanically Unusual Class: Classes with odd mechanics or ones that have little in common with other classes'.
  • Metaplot: An overall plot connecting many different installments in a work.
  • Miniatures Conversions: Modifying and personalizing a gaming model to make it look different than the way it did when you bought it.
  • The Minion Master: A class focused on controlling other characters and/or creatures.
  • Minmaxer's Delight: A character option with advantages that far outweigh its disadvantages.
  • Min-Maxing: Tweaking and adjusting a gaming character to maximize strengths and minimize weaknesses.
  • Monty Haul: Loot is plentiful and easy to grab.
  • Nerf: Weakening a character or class' abilities to reduce its advantages over others.
  • No Cure for Evil: Evil characters, factions and classes have their ability to heal themselves and allies reduced or removed entirely.
  • Non-Player Character: A character in a game not controlled by the players.
  • No Saving Throw: A power or ability that cannot be defended against in any way.
  • No Sneak Attacks: Even though they can, villains won't sneak attack the hero.
  • Off the Rails: When players force the campaign off of its intended course.
  • One Stat to Rule Them All: A character is objectively more useful than the others.
  • Overused Copycat Character: A character that everyone makes expies of.
  • Play-by-Post Games: Games played over long distances, with players informing each other of their moves by post or email.
  • Player Archetypes: Common categories that players fall into:
    • The Real Man: Someone who plays in order to kill things.
    • The Roleplayer: Someone who plays in order to tell a story or develop a character.
    • The Loonie: Someone who plays to have fun and do crazy things.
    • The Munchkin: Someone who plays to make their gameplay avatar as strong as possible.
  • Player Character: The players' in-game avatars.
  • Player Party: A group of player characters who does things as a group.
  • Point Build System: Generating traits for characters by allocating points from a budget.
  • Prestige Class: A class unobtainable at character creation, which must be taken up during the course of gameplay.
  • PVP Balanced: A game optimized for conflict between players.
  • Railroading: The rules or the GM forcefully keep players following a specific story track.
  • Random Number God: The depiction of probability in game mechanics as a sapient being that must be appeased.
  • Rocks Fall, Everyone Dies: The GM's fed up with you, so now your character is dead.
  • Role-Playing Endgame: When a Tabletop RPG includes explicit rules for retiring player characters and/or for ending a campaign.
  • Role-Playing Game Terms: Games in which players take on the role of individual characters.
  • Role-Playing Game 'Verse: A setting designed to have role-playing game rules as an explicit part of its cosmology.
  • Rules Conversions: An attempt to run a game built for one roleplaying system in another roleplaying system.
  • Rules Lawyer: When a player or the GM tries to use extensive knowledge of the game rules to their advantage.
  • Rule Zero: "The GM is always right." (The guy running the game is allowed to overrule formal rules when common sense so demands.)
  • Schrödinger's Gun: Anything not yet explicitly revealed can be seamlessly retconned, with the players none the wiser.
  • Schrödinger's Suggestion Box: Players customizing abilities with the GM's permission.
  • Set a Mook to Kill a Mook: Making enemies fight each other.
  • The Six Stats: The six archetypal stats of RPGs — Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom.
  • Sliding Scale of Turn Realism: Varying degrees of abstraction in the representation of time.
  • Sourcebook: A book describing some part of a game's setting and/or rules.
  • Special Snowflake Syndrome: The desire for players to make their characters stand out.
  • Spell Crafting: A mechanic allowing players to tweak, modify, or invent spells or similar abilities.
  • Spell Levels: Increasingly powerful spells are sealed until your character levels up to a certain point.
  • Splash Damage Abuse: Exploiting splash damage rules for fun and profit.
  • Splat: A group or character classification.
  • Squishy Wizard: Magic-using classes are usually physically frail to compensate for their high damage output.
  • "Stop Having Fun" Guys: Players more focused on winning games than on puerile notions such as "fun".
  • Support Party Member: A character option focused more on supporting other characters than on damaging enemies.
  • That One Disadvantage: A single disadvantage that ruins a character or tool.
  • That One Rule: A frustrating or highly disadvantageous rule.
  • Total Party Kill: All the player characters die at once.
  • Treacherous Quest Giver: The guy giving your characters missions is also a story villain.
  • Twinking: Utilizing high-level characters so that low-level characters can deliberately mooch off their efforts.
  • Universal System: A game system that can, in theory, be used to play a game in any genre or setting.
  • Utility Party Member: A character option focused on non-combat abilities.
  • Vancian Magic: A common magic system where spells must be prepared in advance and can only be used a finite number of times before needing to be "reloaded".
  • We Help the Helpless: A character's profession is to help those who can't help themselves.
  • White Mage: A class focused on healing allies.
  • You All Meet in a Cell: The in-universe player characters meet by being thrown in the same slammer.
  • You All Meet in an Inn: The in-universe player characters meet by wandering into the same bar.

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