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Glossary

Setting information produced via the character sheet.
A series of adventures with some form of continuity or connective tissue, such as the same group of characters or a master villain.
A bonus or power up that a player can trigger their character to use.
An NPC, force, or other campaign element that can act of its own accord to respond to player actions. Often a part of Loopy Planning.
An NPC, force, or some other campaign element that can act of its own accord to respond to player actions. Often a part of Loopy Planning.
A number of encounters and adventures with the same theme and goal.
The Adventure Building Workshop course.
5 Room Dungeon, an outline for building adventures and framing campaigns.
  1. Entrance with a Guardian
  2. Puzzle or Roleplaying
  3. Trick or Setback
  4. Big Climax
  5. Reward, Revelation, or Plot Twist
See also:
Roleplaying Tips defines the 3 GM pillars as:
  • Game/System,
  • Plot/Story,
  • World/Setting.
3-Round Plan for encounter planning, often with a combat context. In Roleplaying Tips, often used for general encounter gamemastering as well.
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