Greetings, all, and welcome to another installment of an ongoing discussion of RPG terminology. The first installment of this series largely had to do with the progression of story in the genre, but eventually lead into a discussion of the nature of quest and character progression. This lead to two definitions, which I'll reiterate so that we can use them moving forward. I'll do this for all the terminology I coin in each subsequent article, so that we have a little glossary of terms before each discussion: Organic grinding- the experience (EXP) the game developers force you to accrue because of thoughtful game design. Artificial grinding- the experience accrued for no other reason than to lighten the burden on the player or subvert the difficulty spikes.