overgeeked
Open-World Sandbox
"If you can't explain it to a six year old, you don't understand it yourself." ―Albert Einstein
GNS. Story...Somewhere. Impossible Things. It all comes across as nonsense hidden under a thick layer of jargon specifically designed to keep the whole thing obscure and for insiders only.
So, this thread. If you're a fan of or think you understand any particular kind of RPG theory, here's your chance to explain it to people without that ever-present stifling layer of jargon.
A few ground rules. 1. No jargon; use plain English. 2. No tautologies. 3. Don't quote; use the Feynman Technique*. 4. Use examples from 5E.
* The Feynman Technique is, basically, this: "Without using the new word which you have just learned, try to rephrase what you have just learned in your own language."
For our purposes, this means explain things in your own words, without quoting someone else. It's great that Ron Edwards has thoughts, but put forward your own. If you've digested and understood his theories, then you should be able to explain those theories using your own words, not his.
As for the examples, the best way to help a lot of people understand things is to provide concrete examples referencing something they're familiar with. The most popular RPG is 5E, so use that as your example. If 5E doesn't work for your theory, explain what would need to change to make it fit your theory. Not in-depth subsystems and design, rather explain it in the simplest, most straightforward way possible. If you add X, it pushes the game towards theory Y. If you changed Z, it pushes the game towards theory A. Etc. And importantly, explain why that change does what you're claiming.
So how about it? Any takers?
ETA: Adding a [+] to keep the thread positive.
GNS. Story...Somewhere. Impossible Things. It all comes across as nonsense hidden under a thick layer of jargon specifically designed to keep the whole thing obscure and for insiders only.
So, this thread. If you're a fan of or think you understand any particular kind of RPG theory, here's your chance to explain it to people without that ever-present stifling layer of jargon.
A few ground rules. 1. No jargon; use plain English. 2. No tautologies. 3. Don't quote; use the Feynman Technique*. 4. Use examples from 5E.
* The Feynman Technique is, basically, this: "Without using the new word which you have just learned, try to rephrase what you have just learned in your own language."
For our purposes, this means explain things in your own words, without quoting someone else. It's great that Ron Edwards has thoughts, but put forward your own. If you've digested and understood his theories, then you should be able to explain those theories using your own words, not his.
As for the examples, the best way to help a lot of people understand things is to provide concrete examples referencing something they're familiar with. The most popular RPG is 5E, so use that as your example. If 5E doesn't work for your theory, explain what would need to change to make it fit your theory. Not in-depth subsystems and design, rather explain it in the simplest, most straightforward way possible. If you add X, it pushes the game towards theory Y. If you changed Z, it pushes the game towards theory A. Etc. And importantly, explain why that change does what you're claiming.
So how about it? Any takers?
ETA: Adding a [+] to keep the thread positive.
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