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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Hussar" data-source="post: 7617636" data-attributes="member: 22779"><p>Not really. If you are using language that is above and beyond every day speech, then it's not really a conversation anymore. Not when you are specifically CHOOSING those words. Sure, Githyanki is a neologism and obviously is outside the realm of standard conversation. But, note, your description doesn't actually use that word. My point is, the words you used are very far outside the realm of standard conversation. And, it's not a "few" words. When 10% of your language is outside that standard 5000 words list, you're actually using a very difficult to understand set of words.</p><p></p><p>Think about it. If you didn't understand 10% of what someone is saying, would you be able to carry on a coherent conversation? One word in 10? That's REALLY high. Imagine if, when reading the newspaper, you had to stop every tenth word and look it up in a dictionary. That's WAY beyond every day language. Now, I realize that as native speakers, our vocabularies are actually considerably greater than 5000 words. Fair enough. But, it's still a measure of difficulty. </p><p></p><p>That's why I'd argue that the plain English version of your description of a Githyanki is outside the realm of conversation. It's certainly using language that would virtually never be used in spoken English. Think about it, outside of a gaming situation, when have you ever used the words "gaunt" or "wield" in a spoken situation.</p><p></p><p></p><p></p><p>I don't disagree with you [MENTION=42582]pemerton[/MENTION]. I 100% agree with you. Playing an RPG does not require using high art language. SO, nope, not disagreeing.</p><p></p><p>And, you say it yourself, the reason the game sucked is because the GM's situations sucked. Has NOTHING to do with the language used. Again, EVERYONE 100% agrees with you that content is important. No one is disagreeing with you. The only reason this argument is so ongoing is because you keep obfuscating the issues. Your issue isn't with the language that was being used, but, with the fact that the GM didn't design interesting scenarios. </p><p></p><p>Again, well, duh. Boring situations=bad game. News at 11!! Holy crap, stop the presses. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>But, that's not your arguement. Your argument is that the game sucked because of the higher language used. But, that's not true. You need BOTH for a good game. Same as has been said all the way since the first freaking page.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7617636, member: 22779"] Not really. If you are using language that is above and beyond every day speech, then it's not really a conversation anymore. Not when you are specifically CHOOSING those words. Sure, Githyanki is a neologism and obviously is outside the realm of standard conversation. But, note, your description doesn't actually use that word. My point is, the words you used are very far outside the realm of standard conversation. And, it's not a "few" words. When 10% of your language is outside that standard 5000 words list, you're actually using a very difficult to understand set of words. Think about it. If you didn't understand 10% of what someone is saying, would you be able to carry on a coherent conversation? One word in 10? That's REALLY high. Imagine if, when reading the newspaper, you had to stop every tenth word and look it up in a dictionary. That's WAY beyond every day language. Now, I realize that as native speakers, our vocabularies are actually considerably greater than 5000 words. Fair enough. But, it's still a measure of difficulty. That's why I'd argue that the plain English version of your description of a Githyanki is outside the realm of conversation. It's certainly using language that would virtually never be used in spoken English. Think about it, outside of a gaming situation, when have you ever used the words "gaunt" or "wield" in a spoken situation. I don't disagree with you [MENTION=42582]pemerton[/MENTION]. I 100% agree with you. Playing an RPG does not require using high art language. SO, nope, not disagreeing. And, you say it yourself, the reason the game sucked is because the GM's situations sucked. Has NOTHING to do with the language used. Again, EVERYONE 100% agrees with you that content is important. No one is disagreeing with you. The only reason this argument is so ongoing is because you keep obfuscating the issues. Your issue isn't with the language that was being used, but, with the fact that the GM didn't design interesting scenarios. Again, well, duh. Boring situations=bad game. News at 11!! Holy crap, stop the presses. :erm: But, that's not your arguement. Your argument is that the game sucked because of the higher language used. But, that's not true. You need BOTH for a good game. Same as has been said all the way since the first freaking page. [/QUOTE]
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