On RPG Theory: F
Once more unto the RPG Theory Glossary breach:
Fantasy Heartbreaker: Aw man, they act like people publishing their house rules and calling it by a slightly different name is a bad thing. This is one of the coolest things about our hobby, the fact that D&D has inspired such disparate interpretations.
Fidelity: This has to do with reducing play to a line (Beeg Horseshoe Theory), on one end with story and the other with game. Fidelity is a word in this used to refer to internal causality and consistency. This consistency is representative of the exploration of the world in play (sort of that simulationist perspective). Not that this is functionally equivalent to having an actual triangle of experiences, oh no.
"I'm going to have my own thing! And it's going to be different!"
"But you just renamed everything I already created and left it the same?"
"SHUT UP STUPID FACE!"
Firewalling: Finally, another useful definition. The act of keeping in character and out of character knowledge separate.
Force: Uh, we like to call this railroading.
Fortune-at-end/Fortune-at-middle: Using the random mechanic to determine an outcome at either the end or before the description of action. Another useful discussion - Do you describe the events and then roll for the result, or do you roll for the result, perhaps over several turns and re-contextualize the events based on the final results?
Fourfold: Wow, maybe there are more than three types of reasons people game/types of gamers! (the No Sh*t Sherlock principle).
Freeform: Man, do you have a 2 year old? Cause then you know how to play like this. Also referencing some of the coolest games I've played - Fudge and Over the Edge