18

Glossary

Glossary of Terms

Ability
Innate or learned skills a character has that can affect gameplay outcomes.
Action
An activity or task a character can perform during their turn.
Advantage/Disadvantage
A mechanic where a player rolls two dice instead of one. With Advantage, the player takes the higher result; with Disadvantage, the player takes the lower result.
Attribute/Skill
Six fundamental characteristics that define a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Campaign
A series of connected scenarios or sessions that form an overarching narrative.
Character
The persona created and controlled by a player within the game.
Character Sheet
A document used to track a character’s attributes, abilities, assets, and other relevant information.
Dice Check (DC)
A target number set by the Game Master that a player’s die roll (plus any modifiers) must meet or exceed for an action to succeed. Also called Difficulty Class.
Dice Roll
The act of rolling dice to determine the outcome of actions, with different dice used depending on the game’s mechanics.
Encounter/Crunch Time
An event or interaction with a person or situation that occurs during gameplay that requires time-based resolution.
Game Master (GM)
The person who guides the game, controls non-player characters, and presents scenarios and challenges for the players.
Hotwash
A structured debrief conducted immediately after a session or exercise, in which participants reflect on what happened, what decisions were made, and what lessons can be drawn.
Initiative
The order in which characters take actions, typically determined by a die roll at the start of a conflict or encounter/crunch time.
Inject/Complication
An unexpected event or twist introduced by the Game Master during play to change the situation, test the players’ adaptability, and add tension to the narrative.
Non-Player Character (NPC)
A character controlled by the Game Master rather than a player.
Player
An individual taking part in the game, controlling one or more characters.
Role-Playing
The act of assuming the role of a character and making decisions from their perspective.
Scenario
A specific situation or challenge presented to the players by the Game Master.
Session
A single meeting of gameplay, which can be a standalone game or part of a larger campaign.
Tabletop Exercise (TTX)
A strategic, guided discussion-based activity where players engage in a simulated scenario to identify potential issues and develop solutions.
Turn
A player’s opportunity to perform actions with their character during gameplay.
Wargames
A type of game that simulates aspects of warfare, including strategy and tactics, often used in TTX for conflict scenarios.
Go deeper
Learn to Facilitate
Free course on designing and running tabletop exercises for your team.
Start the course →
Provocation cards
PRISM
Structured provocation cards for richer scenario design and deeper debrief.
Explore PRISM →
Need help?
Consulting
Want us to design and run an exercise for your organisation?
Get in touch →