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Why Jargon is Bad, and Some Modern Resources for RPG Theory

Charlaquin

Goblin Queen (She/Her/Hers)
Since it's literally what inciting incident means, yes...much better to use the proper term for the thing than making up a new word that has to be repeatedly explained.
I didn’t make up a new word, I used the word “motivation” as a familiar touchstone to try and contrxtualize the jargon term someone else used and I was trying to understand. Apparently “inciting incident” would have been a better touchstone to use.
 

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overgeeked

B/X Known World
I didn’t make up a new word, I used the word “motivation” as a familiar touchstone to try and contrxtualize the jargon term someone else used and I was trying to understand. Apparently “inciting incident” would have been a better touchstone to use.
I was referencing Edwards making up a new word.

I think we're having two different conversations with at least two different people. Sorry if I caused you any confusion.
 

JiffyPopTart

Bree-Yark
As an exercise to illustrate jargon from a specific game using confusing generalsit terms....I'm going to write a question you might find discussion about in Enworld...

Help! In my game the scenes are too short and I feel like my adventures are moving too fast.

...now picture in your head how you might approach my dilemma and offer your thoughts, advice, and critique.

You might say something like "Oh well all you have to do is have some random event tables or wandering monster handy to fluff out your scenes" or whatever.

Then a confusing melee of discussion ensues where what you are saying isn't matching up to what I am having a problem with and we have a super difficult time communicating.

That's because I was asking about scenes as in a very discrete and mechanical set of rules used by Torg to spread benefits and powers out among the length of an adventure by chopping up an adventure into chunks while you were using the word scene in the general sense to simply mean a snippet of the story.

It's my fault if I don't make it clear in my OP that I was using Torg as a frame of reference. Not doing so caused the miscommunication. It's not on the casual reader to have to figure that out before responding.

And that's what I mean when I say jargon in the context of this thread.
 

pemerton

Legend
@Charlaquin @overgeeked

I'm not Ron Edwards, but I can conjecture why he coined a new term - "kicker" - rather than used a received one - "inciting incident".

If we talk about starting play with an inciting incident, that leaves it open who authors the incident. And even if we specify that it is a player-authored inciting incident, that leaves it open what attitude other participants in the authoring - ie, in the context of RPGing, the GM - are expected to adopt towards it.

A kicker is a player authored inciting incident that the GM is obliged to honour, build on, place pressure on and riff off in the course of play. Because the full phrase is a bit long to use every time, we give it a name: a kicker. And when we explain it, we also explain it in terms of understood roles and processes in RPGing - so for instance we talk about "propelling the player character into play" rather than just "propelling the character into motion". The former is RPG-specific in a way the latter is not.
 

JiffyPopTart

Bree-Yark
@Charlaquin @overgeeked

I'm not Ron Edwards, but I can conjecture why he coined a new term - "kicker" - rather than used a received one - "inciting incident".

If we talk about starting play with an inciting incident, that leaves it open who authors the incident. And even if we specify that it is a player-authored inciting incident, that leaves it open what attitude other participants in the authoring - ie, in the context of RPGing, the GM - are expected to adopt towards it.

A kicker is a player authored inciting incident that the GM is obliged to honour, build on, place pressure on and riff off in the course of play. Because the full phrase is a bit long to use every time, we give it a name: a kicker. And when we explain it, we also explain it in terms of understood roles and processes in RPGing - so for instance we talk about "propelling the player character into play" rather than just "propelling the character into motion". The former is RPG-specific in a way the latter is not.
So is kicker just shorthand for "The GM is obliged to honour, build on, place pressure on and riff off a player authored inciting incidents"?
 

iserith

Magic Wordsmith
As an exercise to illustrate jargon from a specific game using confusing generalsit terms....I'm going to write a question you might find discussion about in Enworld...

Help! In my game the scenes are too short and I feel like my adventures are moving too fast.

...now picture in your head how you might approach my dilemma and offer your thoughts, advice, and critique.

You might say something like "Oh well all you have to do is have some random event tables or wandering monster handy to fluff out your scenes" or whatever.
Nah, what you want to do is prepare the session with intuitive continuity then engage in illusionism by way of using GM-oomph to push the PCs into a blood opera. (Preferably this is done with trailblazing, really.) That way, even if it's short, it'll at least be interesting. You'll just have to be careful the illusionism doesn't break the social contract otherwise you're railroading, even pushing the players into mere participationism. This may conflict with your creative agenda. At the end of the day though, it's just another Impossible Thing Before Breakfast. :sneaky:
 


There are definitely a lot of folks here who are strongly opposed to Forge jargon in particular (again, usually as one part of a broader opposition to GNS theory as a whole). I don’t think those people are shy about that fact, so I wouldn’t call it “saying the quiet part out loud.” There are also people who have legitimate concerns about the way jargon (Forge-related or otherwise) is often used in RPG discussions. Neither of these positions hold that all jargon is only used for gatekeeping.

I don't have a problem with jargon per se. The difficulty I have with jargon is that framing a discussion or argument in particular terms assents to the validity of those terms. So if we ask, is dnd 5e simulationist or gamist, we're assuming those terms, within a specific model, are valid ways of talking about games. So, if you happen to be even a little bit skeptical that your own experiences of play fit so neatly into those categories, you still have to explain your position using them. So you have some people that want to say that their experience is that the game they play combines G, N, and S--because those are the categories on offer--and other people saying that's categorically impossible. Forge terminology, in particular, exacerbates this problem because it appears, to me at least, as both an expansive and relatively closed system.

I am also constantly forced to translate jargon into layman terms in order to communicate concepts to people that are unfamiliar with the jargon.

It's important (for me) to keep in mind that it's a mean to an end, which is better communication. A shorthand works very well for some people given the way they learn. It does not work well for others, and for those people if you are really and sincerely trying to communicate with them, you try another approach. (Or you keep talking past each other for 100 pages...)


Players and their preferences/motivations fall into these categories. Therefore, game design must speak to these." And every time we see this, it's always to privilege one (or some) style(s) of play and to disparage other styles.
Third, the author will claim to be a "big tent" and unbiased observer of the typologies seeking only to end the prior debates, while actually the author of the theory is looking to continue the debate and, more often than not, delegitimatize other methods of play through the seemingly-neutral goal of helping people design and play 'better.'

One structure of play represents a direct and visceral rejection of another in the RPG space. Sorcerer took a look at Vampire and said definitely not that. It's always going to be contentious because the principles of play are inversions of each other.

And if I was going to introduce forge theory to someone in, say, my Call of Cthulhu group, I would frame it that way. I would say, "here are some people who looked at Vampire, CoC, Dnd, and said definitely not that." It's a relevant framework for people playing "storygames," especially those games that grew out of that scene, even from those designers that have continued to evolve in their thinking past the forge model.*

But the forge doesn't do that, because as Snarf says, it presents itself as a neutral, unbiased theory of all rpgs. So it looks the Call of Cthulhu player, and says, you play those games because you like participationism, you liked to be railroaded through gm storytime, you like games with GM fiat and low player agency. Aside from being a condescending approach, it also shuts off the theory to experiences that can't already be fit within its schema. I mean, I'm into marxist theory, but I can recognize that his philosophizing about linen production in the 1840s is maybe not relevant in every way to how capitalism works in the present day (but then, that's the whole point of the approach--you don't start with the idea, you start with the material reality).

I also think the actual jargon used to describe games like Sorcerer was not well chosen. Using narrative and story in the descriptors for a sort of play that is fundamentally a rejection of storytelling (whether GM led or collaborative) was a pretty massive blunder.

This is probably ungenerous of me, but I feel there is something intentional about laying claim to those particular words. Recently on these boards, I was introduced to the notion of "high concept simulation." Edwards writes

In cinema, "High Concept" refers to any film idea that can be pitched in a very limited amount of time; the usual method uses references to other films. Sometimes, although not necessarily, it's presented as a combination: "Jaws meets Good Will Hunting," or that sort of thing. I'm adopting it to role-playing without much modification, although emphasizing that the source references can come from any medium and also that the two-title combo isn't always employed.

The key word is "genre," which in this case refers to a certain combination of the five elements as well as an unstated Theme. How do they get to this goal? All rely heavily on inspiration or kewlness as the big motivator, to get the content processed via art, prose style, and more. "Story," in this context, refers to the sequence of events that provide a payoff in terms of recognizing and enjoying the genre during play...

A lot of internet blood has been spilled regarding how this phenomenon is or is not related to Narrativist play, but I think it's an easy issue. The key for these games is GM authority over the story's content and integrity at all points, including managing the input by players. Even system results are judged appropriate or not by the GM; "fudging" Fortune outcomes is overtly granted as a GM right...

the functional version of such play is properly called Illusionism...

"Story" emerges from the GM's efforts in this regard, with players being either cooperative (passively or actively), or obstreperous, in which case various "don't let them take over" methods are encouraged. Players are enjoined to immerse, by which they mean "keep your metagame agenda out of it," at the aesthetic level. It's best understood as Illusionism by full consent, which is what keeps it from being railroading, in that instead of making a story as an author does, the player is enjoying being in the story. In system and character generation terms, that's pretty much what's empowered to happen. I'll give this entire topic a full comparison and analysis in the Narrativism essay.

This is heavily clipped; Edwards' writing is verbose, digressive, a dense mix of references to other forge-theory proper nouns (a mini-glossary is provided at the end of this article), with a dash of characteristic corny phrasing ("kewlness"?). That aside, what I see here are two things: 1) a concerned attempt to put dividing wall between popular 90s games, including adnd 2e, CoC, and WoD games and his domain of Narrativism. To the point where the former are defined through genre, aesthetics, and even story (albeit not capitalized and in quotation marks), but are still not "narrativist" (sorry...Narrativist). Any film, art, or literary critic would look askance at this distinction. 2) As described above, the tone and style of writing presents "high concept sim" as simply a neutral phrase of description, but we see by the end this is tendentious. This article is not for people who like playing these games, it's for his particular audience of people who look at those games and say definitely not that. Which would be fine! But Edwards for some reason needs to define for other people why they like those games (incidentally, this is why I think his whole "brain damage" argument is not just a distasteful side-conversation, but actually speaks to a pervasive condescension throughout what I've read of his writing).

*on designers who were deeply influenced by but have also moved past:
 


Maxperson

Morkus from Orkus
Let’s see if we can find the substantive diiference between say “bang” and “saving throw”. Oh, right. One is explicitly defined in the single most popular RPG franchise of all time while the other is…from where? Defined how?
61ewj94O5yL._AC_SY741_.jpg
 

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