Glossary & Index
An alphabetical reference to the mechanisms in this guide and the other names they go by. A bold entry links to the article that covers it (the print edition adds its article number); an italic entry redirects an alias to its canonical term.
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The 1:1: see One-on-One Scene Design
A
A Taxonomy of Genre Conventions: Map of genres by reader contract and key IF adaptation.
A Taxonomy of Puzzles: Map of puzzle types: cognitive faculty × experiential job.
A11y in Games: see Accessibility in Live & Interactive Games
Accessibility in Live & Interactive Games: The social model; sensory/mobility/cognitive/linguistic access; hints as access.
Accessible Group Design: see Mixed-Ability Groups & Universal Design
Accusation Dynamics: see Trust, Conformity & Social Pressure
Action Economy: see Turn Structure & Action Economy
Affection Systems: see Romance & Relationships
Age Banding: see Audience & Age-Targeting
Aha Moment: The core cognitive reward of puzzle solving.
Alternate Reality Game (ARG): see The Puzzle Hunt & ARG Tradition
Analysis Paralysis: see Turn Structure & Action Economy
Answers as Data: see Extraction, Indexing & Meta-Puzzles
ARG Lineage: see The Puzzle Hunt & ARG Tradition
Armchair Treasure Hunt: see Treasure & Scavenger Hunts
Artefact Design & Document Production: Designing and producing narrative objects (feelies, aged documents, dossiers).
Artefact Modality: see Physical vs Digital Puzzle Artefacts
Asymmetric Win Conditions: see Faction Design & Asymmetric Objectives
Atmosphere: see Theme, Immersion & Sensory Environment
Audience & Age-Targeting: Cross-genre age calibration (distinct from the Children’s/YA genre craft).
Automa: see Solo Modes
B
Back-solving: see Backsolving
Backsolving: Deriving a feeder answer from the meta rather than from the feeder itself.
Baked-In Safety: see Safety Systems as Mechanical Layer
Beat Sheets: see Beat Taxonomies & Craft Models
Beat Taxonomies & Craft Models: Save the Cat / Story Grid / Story Circle; mandatory vs branch-variable beats.
Bleed, Aftercare & Debriefing: Bleed (Emily Care Boss); de-roling, debrief types, bookend rituals.
Board Game Mechanisms: see Boardgame Mechanism Vocabulary
Boardgame Mechanism Vocabulary: Map of boardgame mechanism families. Tabletop-only reference (Gate-C1).
Bot Deck: see Solo Modes
Bottleneck Mitigation: see Hint Systems & Recovery
Bottleneck Players: see Team Sizes & the Bottleneck Problem
Braided Narrative: see Parallel Threads & Convergence
Branch Budgeting: see Scope, Scale & Branching Depth
Branch Voice Auditing: see Voice & Register Consistency
Branching Design: see Branching Narrative Craft
Branching Narrative Craft: Choice architecture; meaningful vs illusory choice; convergence and state-tracking.
Branching Topologies: see IF Graph Structures: A Taxonomy
Buy vs Make: see Fabrication & Sourcing
C
Calibration Tools: see Safety Contract
Calibration Workshop: see Pre-Game Workshop Design
Campaign Arc Shapes: Episodic/arc-driven/sandbox/faction-driven/braid campaign shapes.
Campaign Boardgames: see Cooperative & Legacy Genres
Campaign Models: see Campaign Arc Shapes
Campaign Structure: see Campaign Arc Shapes
Canon Management: Fact-continuity; cause chains; who-knows-what-when across branches.
The Caper: see Heist & Caper Patterns
Challenge Design: see Encounter & Challenge Design
Character Archetypes: see Tropes, Archetypes & Variations
Character Voice: The hub: idiolect, deep POV, voice under player pressure.
Children’s & YA Conventions: The MG/YA split; the Absent Adult; anti-didacticism.
Choice Architecture: see Branching Narrative Craft
Choice-Based Structures: see IF Graph Structures: A Taxonomy
Ciphers & Codes: Selecting and fairly deploying ciphers.
Class-as-Identity: see Playbook Design
The Click: see Aha Moment
Closure: see Endings & Structural Closure
Clue Chain: see Clue Sequencing & Chains
Clue Construction: see Cluing & Fairness
Clue Ordering: see Clue Sequencing & Chains
Clue Packaging: see Physical Clue Formats
Clue Sequencing & Chains: The order clues arrive and how one unlocks the next.
Cluing & Fairness: The fairness contract: every clue sound, the answer reachable.
Co-op Games: see Cooperative & Legacy Genres
Co-op vs Competitive: see Cooperative vs Adversarial Formats
Conflict Patterns: The conflict types; desire-vs-obstacle; the stakes ladder.
Conflict Types: see Conflict Patterns
Consent Mechanics: see Safety Contract
Consequence Chains: see Moral Dilemmas & Consequence Chains
Consumable vs Reusable Clues: see Physical Clue Formats
Continuity Management: see Canon Management
Control Booth: see Cue Management & GM Station
Convention Establishment: see Teaching Through Play
Conversation Design: see Dialogue Craft
Cooperative & Legacy Genres: The cooperative genre (quarterbacking) and the legacy genre (permanence).
Cooperative vs Adversarial Formats: The five-format spectrum; quarterbacking and traitor failure modes.
Countdown: see Progress Clock
Crime Fiction: see Mystery & Detective Fiction
Cryptography Puzzles: see Ciphers & Codes
Cue Management & GM Station: Audio/lighting automation and the human operator’s control surface and hint discipline.
Cue Stack: see Cue Management & GM Station
D
De-roling: see Bleed, Aftercare & Debriefing
Decipherment: see Ciphers & Codes
Decision Space: see Decision Space & Choice Design
Decision Space & Choice Design: Meier’s interesting decisions; dominant strategies; metagame health. (Choice-architecture in story is Branching Narrative Craft, Family 1.)
Deck-Building Games: see Deckbuilders
Deckbuilders: The Dominion lineage; the deck as a sculpted strategic object. Tabletop-only reference (Gate-C1).
Deckbuilding Genre: see Deckbuilders
Dependency Graph: see Information Architecture
Designed Peer Pressure: see Trust, Conformity & Social Pressure
Designer Presence: see Designer-Community Trust in Long-Form Hunts
Designer-Community Trust in Long-Form Hunts: The verifiability compact and reputation-as-enforcement in long-running hunts.
Designing for Observers: see Spectator-Friendly Design
Dialogue Craft: Subtext, beats, said-bookisms; IF dialogue architectures.
Dialogue Writing: see Dialogue Craft
Dice Mechanics: see Mechanical Resolution Types
Diegesis: see Diegetic Design
Diegetic Design: The IF/narrative home of diegesis; show-the-world-hide-the-gears. (Live/physical sibling: Theme/Immersion, Family 5; boardgame sibling: Theme-Mechanism Integration, Family 6.)
Diegetic Devices: see Digital Props
Diegetic Gating: see Diegetic Design
Diegetic UI: see Diegetic Design
Difficulty Curve: see Session Pacing & Energy Management
Digital Gating & State: Digital infrastructure for hunts/ARGs/hybrid rooms; the digital mechanism-as-judge.
Digital Props: Embedded screens/microcontrollers; companion apps; diegetic interfaces / fake OS in IF.
Distinct Voices: see Character Voice
Distributing Narrative Authority: The mechanisms that hand narrative authority around a table.
Document Forgery: see Artefact Design & Document Production
Dominant Strategy: see Decision Space & Choice Design
Don’t Prep Plots: see Prep Economy
Dramatic Conflict: see Conflict Patterns
Dread Design: see Horror Conventions
Drip-Feed: see Exposition & Subtext
Drop-In Drop-Out Play: see West Marches & the Open-Table Format
Dungeon & Spatial Topology: The designed space; Jaquaying/Xandering; loops, connections, faction ecology.
Dungeon Design: see Dungeon & Spatial Topology
E
Earned Emotion: see Emotional Beats & Investment
Elegance: see Elegance, Emergence & Randomness
Elegance, Emergence & Randomness: Minimal rules / maximal behaviour; randomness types and mitigation.
Embedded Electronics: see Digital Props
Emergence: see Elegance, Emergence & Randomness
Emotional Aftercare: see Bleed, Aftercare & Debriefing
Emotional Beats & Investment: Earning feeling; investment before stakes; the interactive multiplier.
Encounter & Challenge Design: The encounter as a unit of challenge; budget maths; skill challenges.
Encryption Puzzles: see Ciphers & Codes
Endings: see Endings & Structural Closure
Endings & Structural Closure: Multiple endings, earned closure, the live-game finale.
Energy Curve: see Session Pacing & Energy Management
Ensemble Convergence: see Parallel Threads & Convergence
Environmental Narrative: see Environmental Storytelling & Setting as Character
Environmental Storytelling & Setting as Character: Story through the world; setting as an active force.
Epiphany: see Aha Moment
Episodic & Serialised Structure: Episodic vs serialised; state persistence across instalments; release cadence.
Episodic Design: see Episodic & Serialised Structure
Epistemic Tier: Analytical label for role/venue-differentiated knowledge in large live games (settled here as the canonical term; corpus flagged it as a label, not settled community usage).
Escape Room Flow: see Escape Room Topologies
Escape Room Topologies: Linear/open/multi-linear/hub-and-spoke rooms; why IF branching rarely survives a physical room.
Eureka: see Aha Moment
Euro vs Ameritrash: The Two Design Poles: The two boardgame design poles and the hybrid era. Tabletop-only reference (Gate-C1).
The Euro-Ameritrash Axis: see Euro vs Ameritrash: The Two Design Poles
Exposition & Subtext: Delivering information without a lecture; the unsaid.
Extraction, Indexing & Meta-Puzzles: Answers-as-data; the meta and its extraction mechanics.
F
Fabrication & Sourcing: The buy/make/commission decision; workshop tiers; 3D printing; print-on-demand.
Facilitation Models: see GM Role Models & Stances
Facilitator Roles: see Host Roles & the Host-Cannot-Play Problem
Faction Clocks: see Progress Clocks & Faction State
Faction Design & Asymmetric Objectives: Factions as teams-within-the-game; asymmetric objective frameworks.
Faction Structure: see Faction Design & Asymmetric Objectives
Failing Forward: see Try-Fail Cycles & Escalation
Fair Play: see Cluing & Fairness
Fair-Play Mystery: see Mystery & Detective Fiction
False Bottoms: see Hidden Compartments & Reveal Mechanisms
Fantasy Conventions: Magic-system design; trope use/subversion; prophecy.
Fear Mechanics: see Horror Conventions
Feeder: see Feeder Answer
Feeder Answer: A component-puzzle answer that feeds a meta.
Fiat vs Ruling: see Rulings vs Rules & the Authority Contract
Fiction-First Resolution: see Moves & the Fiction-Mechanic-Fiction Loop
Finale Design: see Endings & Structural Closure
Format Spectrum: see Cooperative vs Adversarial Formats
Fragment Assembly: see Nonlinear Narrative Structures
Fronts: see Progress Clocks & Faction State
G
Genre Contracts: see A Taxonomy of Genre Conventions
Genre Conventions: see A Taxonomy of Genre Conventions
The Genuine Dilemma: see Moral Dilemmas & Consequence Chains
German-Style vs American-Style: see Euro vs Ameritrash: The Two Design Poles
The GM as Social Role: see GM Role Models & Stances
GM Emulator: see Oracle & Solo-Play Resolution
GM Role Models & Stances: The GM as a social role; the six stances and the authority gradient.
GM Stances: see GM Role Models & Stances
GMless Authority: see Distributing Narrative Authority
Group Contract: see The Session Zero Playbook
Group Size: see Team Sizes & the Bottleneck Problem
H
Handout Production: see Artefact Design & Document Production
Hard Choices: see Moral Dilemmas & Consequence Chains
The Heist: see Heist & Caper Patterns
Heist & Caper Patterns: The competence engine; crew roles; the plan and the reveal.
Hexcrawl & Pointcrawl: The hexcrawl as a complete exploration structure; the pointcrawl alternative.
Hidden Compartments & Reveal Mechanisms: UV / heat / magnetic / layered-paper reveals; the reveal-as-state-change beat.
Hidden Information: see Information Asymmetry: Hidden Information vs Hidden Roles
Hidden Roles: see Information Asymmetry: Hidden Information vs Hidden Roles
Hidden-Role Games: see Social Performance Genres
Hint Delivery: see Hint Systems & Recovery
Hint Systems & Recovery: Getting stuck and getting unstuck; pull/push/escalation.
Hinting: see Hint Systems & Recovery
Historical Fiction: Research balance; period voice; anachronism control; prejudice without endorsement.
Horror Conventions: Fear mechanics; dread vs shock; sanity/death-state mechanics.
Host Positions: see Host Roles & the Host-Cannot-Play Problem
Host Roles & the Host-Cannot-Play Problem: The three host positions; whoever runs a social game cannot also play it fresh.
Hunt Design: see Puzzle Hunt Craft
Hunt Platforms: see Digital Gating & State
Hunt Trust: see Designer-Community Trust in Long-Form Hunts
I
The Iceberg: see Exposition & Subtext
Idiolect: see Character Voice
IF Graph Structures: A Taxonomy: Map of branching shapes: time cave, gauntlet, branch-and-bottleneck, hub-and-spoke, QBN.
IF Mechanics & Procedural Rhetoric: Mechanics in IF that carry meaning; the system as argument.
Illusionism: see Sandbox, Situation & the Railroad Spectrum
Immersion: see Theme, Immersion & Sensory Environment
Incluing: see Exposition & Subtext
Inclusive Design: see Accessibility in Live & Interactive Games
Information Architecture: Who knows what, when; the clue dependency graph.
Information Asymmetry: Hidden Information vs Hidden Roles: The structural choice of what to hide and from whom.
Information Design: see Information Architecture
Initiative: see Turn Structure & Action Economy
Input vs Output Randomness: see Elegance, Emergence & Randomness
Interesting Decisions: see Decision Space & Choice Design
Internal Logic: see Worldbuilding Patterns
Intimate Scenework: see One-on-One Scene Design
Invisible Ink: see Hidden Compartments & Reveal Mechanisms
J
The Journal as Artefact: The journal as durable output; voice under journaling pressure.
Journaling as Output: see The Journal as Artefact
Journaling Games: see Solo Journaling RPGs: Genre & Form
Journaling Prompts: see Prompt Design in Solo Journaling
K
Kidlit Conventions: see Children’s & YA Conventions
Kinds of Puzzle: see A Taxonomy of Puzzles
Knowledge Distribution: see Information Architecture
Knowledge Tier: see Epistemic Tier
L
Legacy Games: see Cooperative & Legacy Genres
Load-Bearing Theme: see Theme-Mechanism Integration
Lock Selection: see Lock Taxonomy
Lock Taxonomy: Combination/key/directional/word/magnetic/electronic locks; reliability, reset, theme fit.
Locks: see Lock Taxonomy
The Loop: see Time Loop Patterns
Luck Management: see Elegance, Emergence & Randomness
Ludonarrative Dissonance: see IF Mechanics & Procedural Rhetoric
M
Machine-Checked Solutions: see Self-Resolving Puzzles
Magic-System Design: see Fantasy Conventions
Materials, Durability & Reset: Material palette; weatherproofing; the reset hierarchy and pre-run checklist.
Meaningful Choice: see Branching Narrative Craft
Mechanic as Metaphor: see IF Mechanics & Procedural Rhetoric
Mechanic-Revelation Curve: see Teaching Through Play
Mechanical Resolution Types: The resolution method (d20/2d6/pools/FitD/diceless/cards); probability shape and table-feel.
Mechanical Safety: see Safety Systems as Mechanical Layer
Mechanism as Argument: see Theme-Mechanism Integration
Mechanism as Judge: see Self-Resolving Puzzles
Mechanism Families: see Boardgame Mechanism Vocabulary
Megagame Faction Architecture: see Parallel Team Architectures
Meta: see Meta-Puzzle
Meta-Puzzle: A puzzle whose inputs are other puzzles’ answers (see Extraction, Indexing & Meta-Puzzles).
Metapuzzle: see Meta-Puzzle
MG vs YA: see Children’s & YA Conventions
Mixed-Ability Groups & Universal Design: The seven Universal Design principles; one experience across abilities; redundant paths.
Mixed-Engagement Design: see Spectator-Friendly Design
Moral Dilemmas & Consequence Chains: Two-goods/two-bads choice; values not virtue; compounding consequence.
The Move: see PbtA Move
Moves & the Fiction-Mechanic-Fiction Loop: The home of the canonical PbtA Move (see that row); the fiction→trigger→roll→fiction loop.
Multi-Generational Play: see Mixed-Ability Groups & Universal Design
Multi-step Puzzle: see Extraction, Indexing & Meta-Puzzles
Multi-Team Design: see Parallel Team Architectures
Multi-Thread Structure: see Parallel Threads & Convergence
Multiple Endings: see Endings & Structural Closure
Mystery & Detective Fiction: The mystery genre craft; fair-play cluing (story angle; mechanics in Cluing & Fairness).
Mystery Hunt Design: see Puzzle Hunt Craft
N
Naming: see Naming Craft: Characters & Locations
Naming Craft: Characters & Locations: Names as a worldbuilding signal; respectful, non-appropriative.
Narrative Graph Shapes: see IF Graph Structures: A Taxonomy
Narrative Objects: see Artefact Design & Document Production
Narrative Perspective: see Prose Patterns & Point of View
Narrative Trigger: see PbtA Move
Narrator Contract: see Voice & Register Consistency
NFC Tags: see QR & NFC Patterns
Node-Path Travel: see Hexcrawl & Pointcrawl
Non-Chronological Storytelling: see Nonlinear Narrative Structures
Non-Linear Layout: see Dungeon & Spatial Topology
Nonlinear Narrative Structures: Reverse chronology, frame, mosaic assembly; Kishōtenketsu, Jo-ha-kyū.
Nonverbal Tutorial: see Teaching Through Play
Noticing Puzzles: see Search, Observation & Lateral Thinking
The Novum: see Science Fiction Conventions
NPC Craft & Voicing: Designing the supporting cast; the marker pair; LLM-NPC limits.
O
One-on-One Scene Design: The single-player/facilitator scene; consent and the power gap as load-bearing.
Onomastics: see Naming Craft: Characters & Locations
Open Table: see West Marches & the Open-Table Format
Oracle & Solo-Play Resolution: Oracles as GM-substitute for solo/GMless play; the Chaos Factor.
Oracle Systems: see Oracle & Solo-Play Resolution
P
Padlock Taxonomy: see Lock Taxonomy
Parallel Team Architectures: Convergent/competitive/hybrid/faction architectures for many teams at once.
Parallel Threads & Convergence: Parallel storylines; connection/convergence types; converging without flattening.
Party Games: see Social Performance Genres
Pasted-On Theme: see Theme-Mechanism Integration
PbtA Move: A resolution mechanic that bridges fiction and state.
Perceptual Puzzles: see Search, Observation & Lateral Thinking
Period Fiction: see Historical Fiction
Period Voice: see Historical Fiction
Physical Clue Formats: The envelope/booklet/card/container taxonomy and the unsealing beat.
Physical vs Digital Puzzle Artefacts: The five-modality taxonomy; url-rot; durability horizons.
Physical-Digital Spectrum: see Physical vs Digital Puzzle Artefacts
Place as Character: see Environmental Storytelling & Setting as Character
Playbook Design: The playbook as bundled character identity.
Playbooks: see Playbook Design
Player Agency Spectrum: see Sandbox, Situation & the Railroad Spectrum
Player Count: see Team Sizes & the Bottleneck Problem
Player Motivation Frameworks: see Player Types & Casting
Player Taxonomies: see Player Types & Casting
Player Types & Casting: Bartle / Robin’s Laws / Mixing Desk typologies as lenses, not boxes; casting.
Players & Social Dynamics: The social and interpersonal layer.
Post-Play Debrief: see Bleed, Aftercare & Debriefing
POV: see Prose Patterns & Point of View
The Pre-Game Agreement: see The Session Zero Playbook
Pre-Game Workshop Design: Nordic calibration mechanics and relationship workshops before play.
Pre-Larp Workshop: see Pre-Game Workshop Design
Prep Economy: Prepping the reusable; situational over plotted prep; the overprep failure.
Procedural Rhetoric: see IF Mechanics & Procedural Rhetoric
Progress Bar: see Progress Clock
Progress Clock: A visual widget for tracking state changes.
Progress Clocks & Faction State: The home of the canonical Progress Clock (see that row); offscreen change and faction state.
Project Scoping: see Scope, Scale & Branching Depth
The Prompt as Mechanic: see Prompt Design in Solo Journaling
Prompt Design in Solo Journaling: The prompt as the load-bearing unit; generative vs flat; failure modes.
Prop Durability: see Materials, Durability & Reset
Prop Fabrication: see Fabrication & Sourcing
Prop Sourcing: see Fabrication & Sourcing
Props & Feelies: see Artefact Design & Document Production
Prose Patterns & Point of View: Sentence rhythm; the POV taxonomy and tense.
Prose Rhythm: see Prose Patterns & Point of View
Pure Branching: see Time Cave
Puzzle Categories: see A Taxonomy of Puzzles
Puzzle Flow: see Clue Sequencing & Chains
The Puzzle Hunt & ARG Tradition: History and lineage of hunts and ARGs.
Puzzle Hunt Craft: The hunt format: feeders, rounds, metas, test-solving.
Puzzle Hunt History: see The Puzzle Hunt & ARG Tradition
Puzzle Types: see A Taxonomy of Puzzles
Puzzlehunt Construction: see Puzzle Hunt Craft
Puzzles, Clues & Information: The cognitive loop of investigation and discovery.
Q
QR & NFC Patterns: The physical-digital bridge; anti-spoiler gating; tag placement; connectivity fallbacks.
QR Codes: see QR & NFC Patterns
R
Reading Level: see Audience & Age-Targeting
Relation Workshop: see Pre-Game Workshop Design
Relationship Mechanics: see Romance & Relationships
Repetition with Variation: see Time Loop Patterns
Replay Value: see Replayability
Replayability: Variable setup, asymmetry, legacy, metagame depth.
Reset Narrative: see Time Loop Patterns
Resetability: see Materials, Durability & Reset
The Reskin Test: see Theme-Mechanism Integration
Resolution Mechanics: see Mechanical Resolution Types
Reveals: see Hidden Compartments & Reveal Mechanisms
Role Assignment: see Player Types & Casting
Romance & Relationships: Romance arc beats; affection/flag tracking; NPC agency; consent design.
Romance Routes: see Romance & Relationships
Room Structure: see Escape Room Topologies
Rotating Roster Campaign: see West Marches & the Open-Table Format
RPG Design Families: see TTRPG Format Taxonomy
Rule of Three: see Try-Fail Cycles & Escalation
Rule Zero: see Rulings vs Rules & the Authority Contract
Rules-World Coupling: see System vs Setting
Rulings Not Rules: see Rulings vs Rules & the Authority Contract
Rulings vs Rules & the Authority Contract: Rulings-not-rules; Rule Zero and its abuse; authority held by table consent.
Running vs Playing: see Host Roles & the Host-Cannot-Play Problem
S
Safety Contract: The umbrella concept: the social agreement on content and boundaries. The specific tools (X-Card, Lines and Veils, Script Change, Lookdown, OK Check-In, Cut/Brake) are distinct named techniques, not aliases to swap. A safety article must name them precisely (see Safety Tools as Design Layer).
Safety Systems as Mechanical Layer: Safety carried in the rules (Trophy dice, Strings); the systems-side complement to Safety Tools (Family 4).
Safety Tools as Design Layer: The safety toolkit as a design layer (X-Card, Script Change, Lookdown, etc.); see the Safety Contract umbrella term.
Sandbox vs Railroad: see Sandbox, Situation & the Railroad Spectrum
Sandbox, Situation & the Railroad Spectrum: The railroad-to-sandbox spectrum; prep situations not plots; the quantum ogre.
Scan-to-Unlock: see QR & NFC Patterns
Scavenger Hunt: see Treasure & Scavenger Hunts
Scene & Sequel in Interactive Fiction: The scene/sequel micro-rhythm; the sequel as the reflection-and-choice beat.
Scene Breaks: see Scene Structure & Transitions
Scene Craft: see Scene Structure & Transitions
Scene Structure & Transitions: The beat-to-prose pipeline; cuts, transitions, scene breaks.
Scene-Sequel: see Scene & Sequel in Interactive Fiction
Science Fiction Conventions: The hard/soft contract; the novum; diegetic interfaces.
Scope Discipline: see Scope, Scale & Branching Depth
Scope, Scale & Branching Depth: Estimating scale; how branching depth multiplies scope; cutting to finish.
The Score: see Heist & Caper Patterns
Search, Observation & Lateral Thinking: The noticing / perceptual faculty.
Secondary-World Craft: see Fantasy Conventions
Self-Resolving Puzzles: The apparatus confirms the solution itself.
Self-Validating Puzzles: see Self-Resolving Puzzles
Sensory Design: see Theme, Immersion & Sensory Environment
Serial Narrative: see Episodic & Serialised Structure
Server-Side Answer Checking: see Digital Gating & State
Session 0: see The Session Zero Playbook
The Session Arc: see Session Pacing & Energy Management
Session Pacing & Energy Management: The multi-hour arc; energy variation; the mid-session sag and its cures.
Session Rhythm: see Session Pacing & Energy Management
The Session Zero Playbook: The pre-game agreement; expectations/tone/safety/logistics calibration.
Setting Construction: see Worldbuilding Patterns
Setup and Payoff: see Emotional Beats & Investment
SF Conventions: see Science Fiction Conventions
Shared Authorship: see Distributing Narrative Authority
Show Control: see Cue Management & GM Station
Show vs Tell: see Exposition & Subtext
Single-Player Mode: see Solo Modes
Skins: see Playbook Design
Smart Prep: see Prep Economy
Smart Props: see Digital Props
Social Deduction: see Trust, Conformity & Social Pressure
Social Performance Genres: Boardgame genres where the people are the game (genre view; psychology is Family 4).
Solo Audience Scene: see One-on-One Scene Design
Solo Journaling RPGs: Genre & Form: The prompt → response → artefact form; oracle and epistolary lineages.
Solo Modes: Designing a solo opponent for a multiplayer boardgame.
Solvability: see Cluing & Fairness
Space, Props & Materiality: The physical and sensory layer.
Spatial Layout: see Dungeon & Spatial Topology
Spectator-Friendly Design: Designing for observers; drop-in/drop-out; mixed engagement levels.
Splitting and Reconvergence: see Team Splitting Strategies
Spoiler Stratification: see Canon Management
Stakes & Escalation: see Conflict Patterns
Stakes Ladder: see Try-Fail Cycles & Escalation
Story Bible: see Canon Management
Story Structure Frameworks: see Beat Taxonomies & Craft Models
Story, Character & Voice: The narrative and aesthetic layer.
Structure & Pacing: The temporal and macro-rhythmic framework.
Stuck Recovery: see Hint Systems & Recovery
Sub-Team Design: see Team Splitting Strategies
Sudden Insight: see Aha Moment
Supporting Cast: see NPC Craft & Voicing
Swain Structure: see Scene & Sequel in Interactive Fiction
System vs Setting: The coupling between rules and world; the hackability/reskin test.
Systems & Mechanics: The engine and resolution layer.
T
Task Resolution: see Mechanical Resolution Types
Teaching Through Play: Teaching the rules by demonstration, not instruction.
Team Sizes & the Bottleneck Problem: Size thresholds; the one-puzzle-one-bottleneck crowding problem.
Team Splitting Strategies: Splitting a large group into parallel sub-teams (Ringelmann, reconvergence).
The Telltale Model: see Episodic & Serialised Structure
Theme: see Theme, Immersion & Sensory Environment
Theme, Immersion & Sensory Environment: Making a built space feel like a real world and keeping the player there.
Theme-Mechanism Integration: Boardgame theme coupling and procedural rhetoric (the systems sibling of Theme/Immersion, Family 5).
The Three Pillars: see Encounter & Challenge Design
Time Cave: A narrative topology where every choice branches.
Time Loop Patterns: Loop arc phases; knowledge-as-progression; exit types.
Time-Skips: see Scene Structure & Transitions
Toponymy: see Naming Craft: Characters & Locations
Track: see Progress Clock
Traitor Mechanics: see Cooperative vs Adversarial Formats
Treasure & Scavenger Hunts: The outdoor / distributed trail tradition.
Treasure Hunt: see Treasure & Scavenger Hunts
Trope Subversion: see Tropes, Archetypes & Variations
Tropes, Archetypes & Variations: Archetypes; tropes as tools; subversion techniques (underpins the genre articles).
Trust, Conformity & Social Pressure: The hub: designing genuine social pressure on a foundation of consent (Asch/Milgram, social-deduction lineage).
Try-Fail Cycles & Escalation: The four-outcome failure engine; escalation; failure as branch.
TTRPG Format Taxonomy: Map of TTRPG design traditions by design DNA.
TTRPG Traditions: see TTRPG Format Taxonomy
Turn Order: see Turn Structure & Action Economy
Turn Structure & Action Economy: Who acts when and how much; downtime and its cures.
U
Universal vs Bespoke Systems: see System vs Setting
V
Variability: see Replayability
Verifiability Compact: see Designer-Community Trust in Long-Form Hunts
Voice & Register Consistency: The narrator contract; register shifts; branch-drift audit.
Voice Drift: see Voice & Register Consistency
Voice Markers: see Character Voice
Voicing NPCs: see NPC Craft & Voicing
W
Weatherproofing: see Materials, Durability & Reset
Web App Gating: see Digital Gating & State
West Marches & the Open-Table Format: Player-driven open-table play; persistent shared map; coordination at scale.
Who Knows What: see Information Asymmetry: Hidden Information vs Hidden Roles
Who-Knows-What-When: see Information Architecture
Whodunit: see Mystery & Detective Fiction
Wilderness Exploration: see Hexcrawl & Pointcrawl
Workshop Tiers: see Fabrication & Sourcing
World Consistency: see Worldbuilding Patterns
World-Affordance Puzzles: see Search, Observation & Lateral Thinking
Worldbuilding Patterns: Internal logic, Sanderson’s First Law, the iceberg, branching world-state.
Wretched & Alone Games: see Solo Journaling RPGs: Genre & Form
Writing as the Game: see The Journal as Artefact
Y
Yes-But / No-And: see Try-Fail Cycles & Escalation
Yes/No Oracle: see Oracle & Solo-Play Resolution