Glossary
Words the table should share before the first door
Argue about the choice in the room, not about what “morale” meant five minutes ago.

Terms drift across booklets. When a word has two lives, note your house usage in session zero. Cross-check historical sense on Old School Revival on Wikipedia if you need a public cite.
- Reaction roll
- Usually 2d6 when you meet someone who is not already in a fight. Results run from attack through wary talk to friendly. Roll it before you assume initiative.
- Morale
- A check for when foes or hirelings break. Keeps a skirmish from becoming a war of attrition nobody asked for.
- Exploration turn
- The dungeon clock: movement, search, noise, and wandering checks. Light and rations burn on this scale, not on combat rounds.
- Gold for XP
- Advancement tied to treasure recovered, often more than to monsters slain. A common dialect, not a required creed. Say whether you use it.
- Rulings over rules
- Referee judgment guided by procedures (reaction, turns, encumbrance) instead of a case for every flange.
- Sandbox
- A map of situations players can approach in any order. The referee stocks; the table chooses the door.
- Hirelings
- Extra hands with wages, morale, and names. They expand logistics and create drama when the torch-bearer runs.
- Module vs setting
- A keyed site you can finish versus ongoing campaign geography. Do not confuse a one-level map with a world bible.
How to use these at the table
New players go to Getting Started. If a rules argument stalls play, park it, make a ruling, write the call after. The FAQ covers this desk’s scope, not your booklet’s edge cases.
Booklet shopping such as Necrotic Gnome / OSE context is optional and separate from these definitions. Suggest missing jargon via Contact, especially words veterans forget are opaque.
Related desks in this neighborhood
Edition-specific desks when you want a different dialect: