The overlap between player and character emotions. May be positive, negative or otherwise.
"Bleed: The Spillover Between Player and Character" by Sarah Lynne Bowman. (NordicLarp.org, 2015)
"The Positive Negative Experience in Extreme-Role Playing" by Markus Montola, (2010). Nordic DiGRA 2010 conference. August 16-17, 2010, Stockholm, Sweden.
"Role-Playing Communities, Cultures of Play and the Discourse of Immersion." William J. White, Tuomas Harviainen, and Emily Care Boss. Immersive Gameplay: Essays on Participatory Media and Role-Playing. Evan Torner and William J. White (eds.), McFarland & Company, Inc. 2012. http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-6834-8
Bleed: How Emotions Affect Role Playing Experiences, by Sarah Lynne Bowman, references (Nordic Larp Talks, 2013)
Romance and Gender in RPGs, slides by Emily Care Boss. (from Ropecon talk, 2007)
The cumulative effect of fictional elements which have been established (or accepted by the group) in role play (or fiction), and their consequent effect on the establishment of later fictional elements.
Story Games post, by Emily Care Boss. (October 2006.)
Where were we....? (Fictional Positioning posts Table of Contents) by Vincent Baker. (anyway., 12 November 2012)
"Skin Deep", by Emily Care Boss. In WyrdCon Companion Book 2012. pp. 49-54.
A role playing game which has many players take the role or perform the tasks commonly associated with a Game Master. Also known as "GMless" games, roundtable games, or rpgs with distributed authority.
An approach for mechanics and innovation, post by Emily Care Boss, thread originated by Vincent Baker. (Forge Forums, 6 August 2001)
Non-mechanical use of fictional events or resources to apply pressure in role playing games to affect actions decisions by other players and actions by characters (or other outcomes in the game).
Leverage in gaming, by Emily Care Boss (Fair Game, 18 April 2007.)
The fictional events of play in a role playing game are dependent on the concensus of the players involved in order to be accepted as having occurred. All formal and informal rules, procedures, discussion, interactions and activities which form this concensus comprise the full system used in play.
"System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play." The author of the principle is Vincent Baker, see 'Vincent's standard rant: power, credibility, and assent and Player power abuse' [thread in the Forge Forums Archive]." Ron Edwards, "The Provisional Glossary", Forge Articles, 2004.
Narrative Sharing, contributions by Vincent Baker, Meguey Baker and Emily Care Boss. Thread originated by Emily Care Boss. (Forge Forums, 6 August 2001)
An approach for mechanics and innovation, thread originated by Vincent Baker. (Forge Forums, 6 August 2001)
Common Sense Guidelines for Group-Concensus Based Exploration..., thread originated by Emily Care Boss. (Forge Forums, 28 February 2002)
Vincent's Standard Rant: Power, Credibility and Assent, thread originated by Vincent Baker. (Forge Forums, 4 October 2002)
Credibility and System, thread originated by Emily Care Boss. (Forge Forums, 9 October 2002)
The Lumpley Principle Goes Wading, thread originated by Vincent Baker. (Forge Forums, 2 August 2003)
Pause in play for energetic, often uplifting, interlude such as dancing or physical play. Physical activity intended to re-charge and connect players.
Informed by SlayerCake larp by Katherine "Kat" Jones and Evan Torner, in-game band air-performances & audience support & cheers.
Term from Questlandia campaign playtest world building, Spring 2016 with Evan Rowland, Hannah Shaffer, Rebecca Slitt.
Analagous to warmup exercises, as in Nordic Freeform tradition, but used during course of play.
Background from Concensus Decision Making structure of discussion, exercise commonly used in this and other discplines (mediation, improv acting, etc.).
2 July 2016
Role playing game scenes not involving the whole cast, where some players watch as audience.
Scene but Not Herd: Spotlight Scenes in Freeform, by Mo Holkar. (Games! All sorts of different ones. 12 April 2015)
Elements or events in a role playing game session or campaign which become important to players over time. Tend to become banner moments, or point of reference for later events.
Gameable Campaign Capital in Exploration/Adventure Campaigns, by Michael Prescott. (I'll See It When I Believe It, 1 October 2014)