Your own personal gaming terms...

Manacles of Escaping

These are "magical" manacles that, when put on your ankles to restrain a prisoner, double their movement speed.

This originated from when we manacled a prisoner's ankles together, and he ended up getting away from us when we weren't paying attention. One of the player's said in jest, "You didn't put the Manacles of Escaping on him, did you?"
 

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Fe Fi Fo Fum

These are official words in Giant-tongue. We don't know what they mean, but when our character's speak Giant, this is how we act it out in character at the table :) Apparently, Giant-speak only has 4 different words that you arrange in different orders when you speak :)

Fi Fo

This is how much the "toll" costs when paying to cross a bridge (usually in control of bandits or a troll).

This came about when we were laughing about our newly created Giant language. Later in the same session, we came to some bandits blocking a bridge and demanding payment to cross it.

Our Druid asked the bandits, "How much is the fee?" and I quickly chimed in with "Fi Fo!"
 

"Get out the chicken wire" - to search a room very thoroughly, without regard for noise, time or destruction. Origin: our party carried a piece of wire fence in a wooden frame, and searched by passing every object in the room through the holes in the wire mesh, breaking it as necessary until it fit.

"two handed lockpick" - a big axe, used to help get things through the chicken wire.

"I failed my diplomacy check" - I rolled a critical hit for a whole lot of damage.

"the stick" - the self-righteousness that is a class feature for paladins, short for a stick up his... posterior. As in "You can tell he's a paladin, he's got the stick."
 
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I'm trying to think of terms we use but cannot think of too many we use regularly.

Kinda minor ones are

"the dog" when things are going badly and we see disaster looming. This comes from an old campaign where I kept letting characters see a certain dog, usually when things were going badly. It was a joke that has stayed alive.

"20 int he nick of time" One of my players has a strong tendency to only roll 20s when he really really needs them. Otherwise he never seems to rolls 20s.
 

"Showing Initiative" refers to any action a player takes on their own, without consulting the party, that the person thinks is a great idea, but in reality is terrible and the rest of the party would have stopped him had he asked.


"Rosebud" Your PC just got a lot of info from a role-played scene with an NPC and now tells my PC who was not present, though I as a player heard everything. Thus saving time as you don't have to repeat the whole thing in-character to justify why my PC can now act on this information.

"You're hurtin' it!" Confirmation from the DM that despite this fight taking 10 rounds longer than normal, your efforts really are reducing its HP closer to zero.

origin: one weekend long bender of a session, a player had a mini-recorder and as the GM kept saying that during one fight, he recorded it, and would replay it through-out all subsequent fights that lasted more than 6 rounds. It was funny when you're sleep deprived.
 

This thread is awesome. Here are some that I remember.

Sphinxing: To throw the DM for a loop. From a 2E game my friend was running, I came across a (something or other) that said it had a riddle for me to solve. Being a smartass, I immediately recited the answer to the Sphinx riddle. Not only was that the answer, but the DM was pissed and I had to leave the room so he could come up with another riddle.

Compass: Getting lost. From GURPS. A character in my party was at her uncle's house, which was being attacked. When I got word, I took off at full speed (five levels of Super Flight). The GM gave me a minute of saying "I'm flying as fast as I can!" before asking 'Where are you going?' "Um, to Chammie's uncle's house?" 'But where is that?' "Bollocks." Whenever he left our base, someone had to make sure that my character had his compass with him.

From Pathfinder:
Taco:
This is just an all-around description if we don't know exactly what something is. "Does that sword look magical?" 'From here, it looks like a taco. Go check it out.'
"What kind of weapons is he/she/it carrying?" 'He's got a giant ogre hook in one hand, a spear in the other, and he seems to somehow be dual-wielding tacos at the same time.'
Suckle From the Teat of Pain: Yelled by our Barbarian when he rolls maximum damage.
Phoning: Said to any character who rolls poor damage. "Way to phone it in."
Engage the Plot Device: When entering a room with no apparent enemies, someone will ask "Do we see anything that looks like a plot device?" Or sometimes when we've beaten the Unholy Taco and the DM is searching his notes for what comes next, someone will say "And now, engage the plot device." And someone else has to make revving up noises, like an engine.
You can see time: Description for a natural 20 on Perception check. Occasionally, it's 'taste' or 'smell' time.
Fist is a Verb: Said when my Monk rolls maximum damage on Flurry of Blows, which is currently 4d10+4d6 frost damage+12 Strength damage. It's happened twice.
T-Bagged: Originally, this started out as me (the DM) saying "If someone can't show up, that's fine, just let me know. We have the portable hole, so your character will be in the hole until you come back." Somehow, portable holeevolved into 'the sack.' From 'sack,' bag was pretty natural. Since you're 'T'emporarily in the bag, you are 't-bagged.'
 

Magellan - when the conversation has drifted away from the game for a while, someone will mention Magellan or his voyage around the world; this is a reminder that we have a game going on and we should really get back to it.
 

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