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

Lanefan

Victoria Rules
However, I agree with earlier posts which pointed out that terms like 'railroading' or 'player authority' probably should ALSO be explained, though they don't happen to be recognized to belong to any one particular 'school' or other.
Perhaps. Thing is, though, the moment in a discussion when one tries to explain or define railroading is the moment when that discussion jumps off its previous track and instead devolves into a long drawn-out argument over that explanation or definition; which defeats the point of having the original discussion.
 

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Snarf Zagyg

Notorious Liquefactionist
Perhaps. Thing is, though, the moment in a discussion when one tries to explain or define railroading is the moment when that discussion jumps off its previous track and instead devolves into a long drawn-out argument over that explanation or definition; which defeats the point of having the original discussion.

Yep. This isn't something confined to Forge jargon.

The unfortunate truth of the matter is this:

So long as the terms are undefined, people can continue on, happy in the oblivious notion that they agree. It is only when someone makes the tragic error of defining a term that the people realize that they were only in agreement because they were talking about different things the entire time.
 

Aldarc

Legend
Extraordinary statements (there are ONLY three reasons people play TTRPGs) require extraordinary proof.

Let me know when there is ... you know, actual empirical proof through studies or surveys of players*, and not just people saying so.


*Even something as basic as the one I provided the link to earlier.
My understanding from what I have read of GNS is that it does not claim that there are only three creative agendas, only that they were three of the most prevalent. That does not mean that GNS is correct about those three broad general categories or creative agendas, but I think that the claim is a little less extraordinary or absolute as you make it out to be. 🤷‍♂️

Consider the article that you linked about the reasons why people roleplay. It provides five categories or reasons. Does that mean that these are the ONLY reasons because the author grouped their findings into broad categories?
 
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100% agree. Ron Edwards himself was also a keen fan of Champions and other non-narrativist games. Personally I found GNS very useful and I published a narrativist-supporting RPG, but I also greatly enjoy the Gamist elements of D&D (4e much moreso than 5e) and one of my last games as a GM was highly simulationist MERP/Rolemaster play.

I definitely don't see myself as an N looking down on those dirty Gs and Ss. I'm just someone who likes the games I play to pick a lane and focus strongly on that particular flavour rather than trying to have a little bit of everything.
Yeah, I totally agree. I am in no way an agenda-snob. I've tried every sort of RPG there is. There are a few cases where I think an RPG is basically dated to the point where there are simply much better choices, but in terms of the type of game play? I enjoy a lot of things. Some I'm better at than others, but I also find that doing things I'm NOT so good at are generally the more rewarding ones, at least up to a certain point. I mean, I would not now play Call of Cthulhu, there's just MUCH MUCH better games for that genre, and likewise better games which do the core agenda too (not the same game, as I think CoC's mix of agenda-related features and genre is a crummy mix).
 

Yeah. Some of these are really odd. Like you, me and mine always played that way. Fiction first. That was literally the point of the game. And has been since 1984. Dive into the world as much as possible. Make decisions from there. If you want to move a pawn around a board, go play a board game. If you want a rigid game of numbers, go play a video game. RPGs were the only one of those three that could even handle it. To us, that was the "killer app" of RPGs.
But it most certainly wasn't the origination point of the RPG concept, as far as I experienced it. That came from a combination of open-ended adjudication and the focus on single characters. While we were certainly aware of role play as an element of game, as in Actor Stance RP, we didn't consider that to be pivotal to the idea of an RPG at all. Instead it was the directing the character through a scenario where we selected actions from an unlimited palette of possibilities. In a board game you climbed the ropes, slid down the chutes, moved down the road and landed on Atlantic Avenue and paid rent, etc. Even in classic war games you still only had limited options, move or reload your muskets (or whatever the rules said you could do). All of a sudden we could decide to open the door, nail it shut, listen at it, leave it alone, burn it down, knock on it, or ANY OTHER THING we could describe in words, as long as we could explain how it could be accomplished.

So, the focus on playing in character, on driving the game via character motives and needs, etc. wasn't really part of that at first. MUCH of this play was pretty much pawn stance, challenge-oriented play. It was not relevant who Bongo the Dwarf was, you were playing a dwarf, with certain abilities, and you could declare things based on that. That was it. I won't claim nobody did something else right there from day one in 1974 or so, but D&D itself didn't really talk about it like that.
 

Looping back to this, because I think it may be a low-key but very significant part of where the backlash against GNS comes from. Taking your word for it that GNS’s claim is not that the various agendas can’t coexist, but that there is the potential for conflict to arise between them, I think Edwards and Co kinda took that and said “therefore, a game should pick one and focus on it, lest it be incoherent” whereas the folks who take issue with the Forge don’t find the notion that these interests can sometimes come into conflict with each other particularly revelatory, and have all along been interested in developing systems that avoid or smooth over those conflicts. So what you’ve got is one group of people seeking the best ways to serve all of these interests simultaneously, and another group saying “eww, no, that doesn’t work, you have to pick one and commit to it hard.”
And I suspect, heavily, if you were to talk to Ron Edwards right now today, he'd probably say something similar. In fact I think there was some discussion of that not too long ago in one of the other threads where he was quoted saying something about mixing approaches. I know it is tempting to always put your rhetorical targets in a box and ascribe specific definite traits to them, which you can then make points against. Reality, at least in this case, is not so clear cut. I don't know if I agree with Ron or not, exactly. I think if you were to say "mixing X, and Y works if you do A, B, and C, and can lead to Q, P, and R interesting results" I can get behind the idea that those things may well exist and make such a statement valid. I don't think that conflicts with the 'incoherent' observation though. Some things don't easily mix, and some maybe not at all.
 

Snarf Zagyg

Notorious Liquefactionist
My understanding from what I have read of GNS is that it does not claim that there are only three creative agendas, only that they were three of the most prevalent. That does not mean that GNS is correct about those three broad general categories or creative agendas, but I think that the claim is a little less extraordinary or absolute as you make it out to be. 🤷‍♂️

Consider the article that you linked about the reasons why people roleplay. It provides five categories or reasons. Does that mean that these are the ONLY reasons because the author grouped their findings into broad categories?

Well, of course not! It's a very limited sample size, and drawn from undergraduates at one small midwestern university. But ...

1. The author showed their work.

2. The categories were created from the data; not just conjured from thin air.

3. Others can try and repeat the process (and replicate, or not) if they so choose.

What can GNS do? Again, tell me why GNS is any more rigorous than a Buzzfeed listicle? I don't mean that the conversations weren't productive to informing "N" design for indie games in the early aughts- I mean why should this typology be given any credence whatsoever?
 

Using @niklinna's idea of a flowchart of possible events, this doesn't seem like its A to B to C. For instance, couldn't the PCs get to the secret door and then go back to room 2 to make an offering, or study the reliefs or memorise the oath? Plus there are the patrols which may or may not ambush depending on what the players have their PCs do. And the PCs might (say) Charm the Bugbear boss and send boss with squad to fight the undead.

As I've said, I think there is something going on in the usage of the term that I'm not picking up on.
My personal opinion is it is less at a detailed level of, say, rooms, and more at a general level. The classic AD&D A series 'Against the Slave Lords' modules (A1-A4) follow this pattern and are VERY linear in that you go from the first module in the series to the 2nd, etc. There's no bypassing one, no real 'branches' at all. The structure of each module attempts to insure that the PCs are shunted into the opening sequence of the next module correctly. Within each module things vary. Generally speaking they're fairly linear internally, but IIRC some of them are closer to a set of options or could even be approached almost as a random series of encounters, though again, progress to the next one requires certain things to happen. If the PCs go 'off the rails' somewhere in, say, A2, it could be pretty hard to get back on track.
 

Aldarc

Legend
Well, of course not! It's a very limited sample size, and drawn from undergraduates at one small midwestern university. But ...

1. The author showed their work.

2. The categories were created from the data; not just conjured from thin air.

3. Others can try and repeat the process (and replicate, or not) if they so choose.
Sure, one is an academic who is required to demonstrate research methodology and one is an enthusiastic hobbyist making generalizations based on amateuristic observations.

What can GNS do? Again, tell me why GNS is any more rigorous than a Buzzfeed listicle? I don't mean that the conversations weren't productive to informing "N" design for indie games in the early aughts- I mean why should this typology be given any credence whatsoever?
This reminds me of sitting in classes where students were more concerned about their feelings regarding a political theorist or whether they thought the theorist was right/wrong rather than what the political theorist actually said in the text, which was what we were supposed to be discussing. Moreover, it's a bit irrelevant to the point that I was making, as this part of my post may have escaped your notice:
My understanding from what I have read of GNS is that it does not claim that there are only three creative agendas, only that they were three of the most prevalent. That does not mean that GNS is correct about those three broad general categories or creative agendas, but I think that the claim is a little less extraordinary or absolute as you make it out to be. 🤷‍♂️
The credence of GNS's categories is not the issue in my post, but, rather, your claims that GNS states that there is ONLY three reasons why people play roleplaying games. As far as I'm concerned, you can both be wrong. Edwards can be wrong about GNS while you can be wrong about what they said, especially if neither of you properly did your homework. These aren't mutually exclusive options.
 

niklinna

satisfied?
My personal opinion is it is less at a detailed level of, say, rooms, and more at a general level. The classic AD&D A series 'Against the Slave Lords' modules (A1-A4) follow this pattern and are VERY linear in that you go from the first module in the series to the 2nd, etc. There's no bypassing one, no real 'branches' at all. The structure of each module attempts to insure that the PCs are shunted into the opening sequence of the next module correctly. Within each module things vary. Generally speaking they're fairly linear internally, but IIRC some of them are closer to a set of options or could even be approached almost as a random series of encounters, though again, progress to the next one requires certain things to happen. If the PCs go 'off the rails' somewhere in, say, A2, it could be pretty hard to get back on track.
This is why I took pains to say "at some level of granularity". Several times, in fact!
 

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