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Time to bring back the prose?
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<blockquote data-quote="kevtar" data-source="post: 5898999" data-attributes="member: 27098"><p>Discourse relates to a concept represented and constructed through language use, the acts accompanied by such usage, and their interpretation. So, the language used in describing a spell in D&D is part of the discourse of D&D, but so are the ways in which the language is formatted, the intention of the author in using that language, as well as the language used in interpreting the author's words, the language associated with playing the game, and other aspects.</p><p></p><p>Your wondering why some people feel like they are poring over a spellbook when reading a 1e player's handbook is because the discourse of that edition "rings true" for them in some way. If we were to adopt a discursive approach to understanding RPGs, we could argue that the various elements of the discourse of a particular edition of D&D represent something to some players that very strongly orients them to the concept of D&D - thus, they see that edition as being "true" or "essential" etc.</p><p></p><p>If we were to analyze the discourse of the various editions, we would find that technically, the information given for certain spells is fairly static, but the discursive elements that accompany each edition contribute to the ways in which the spell descriptions are interpreted, not only in function, but also in feeling. My theory is that's why players cling to editions with such ideological tenacity - there is something about a particular discourse of a certain edition that "rings true" to them and the that representation of the game becomes the assumptive default or norm to which they reference other editions.</p></blockquote><p></p>
[QUOTE="kevtar, post: 5898999, member: 27098"] Discourse relates to a concept represented and constructed through language use, the acts accompanied by such usage, and their interpretation. So, the language used in describing a spell in D&D is part of the discourse of D&D, but so are the ways in which the language is formatted, the intention of the author in using that language, as well as the language used in interpreting the author's words, the language associated with playing the game, and other aspects. Your wondering why some people feel like they are poring over a spellbook when reading a 1e player's handbook is because the discourse of that edition "rings true" for them in some way. If we were to adopt a discursive approach to understanding RPGs, we could argue that the various elements of the discourse of a particular edition of D&D represent something to some players that very strongly orients them to the concept of D&D - thus, they see that edition as being "true" or "essential" etc. If we were to analyze the discourse of the various editions, we would find that technically, the information given for certain spells is fairly static, but the discursive elements that accompany each edition contribute to the ways in which the spell descriptions are interpreted, not only in function, but also in feeling. My theory is that's why players cling to editions with such ideological tenacity - there is something about a particular discourse of a certain edition that "rings true" to them and the that representation of the game becomes the assumptive default or norm to which they reference other editions. [/QUOTE]
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Time to bring back the prose?
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