Glossary

Shared language for old-school play

Working definitions so your table argues about choices, not vocabulary.

You will not find invented product prices or fake stock counts here. The point is orientation: how people learn Old School Revival / Renaissance dungeon and wilderness play, where they discuss it, and which public references stay trustworthy. Cross-check historical usage via Old School Revival on Wikipedia when a term has drifted across editions.

Reaction roll
A 2d6 (or similar) check that lets monsters negotiate, flee, or fight.
Morale
When foes break; keeps fights from becoming slogans.
Turn structure
Exploration turns that burn light, noise, and wandering-monster clocks.
Gold for XP
Advancement tied to treasure recovered, rewarding clever play.
Rulings over rules
Referee judgment guided by procedures instead of exhaustive cases.
Sandbox
A map of situations players can approach in any order.
Hirelings
Extra hands that expand logistics and create drama.
Module vs setting
One-shot sites versus ongoing campaign geography.

Accessibility is part of craft: readable handouts, clear audio for remote players, and content notes before bleak scenes.

Primary OSR histories and designer blogs beat anonymous 'OSR explained' threads.

Send new players to Getting Started; use the FAQ when a rules argument stalls the table. Marketplace browsing such as Necrotic Gnome / OSE context is optional and separate from this glossary.

These working definitions are for table clarity, not legal advice. When a term drifts across editions or publishers, prefer primary documentation and note your house usage in session zero so nobody is surprised mid-scene.

Suggest additions via the contact address if a word keeps tripping your group—especially jargon that veterans forget is opaque.

Related desks in this neighborhood

Edition-flavored crate desks for OD&D, AD&D, and fifth-edition neighbors sit close by when you want a different rules dialect with the same exploration heart.