The Firebird
Commoner
Yes--the fact that things have explicit examples and definitions does not preclude it from being jargon. It's usually a characteristic of jargon. If things meant what they sounded like we wouldn't need the examples.The cool thing about these games is they have explicit examples and discussion of what all these GM moves mean, and often how you can use them to do a softer/harder thing depending on the surrounding fiction.
I think reaction rolls and random encounters are also jargon. But I think they are better because they are more clearly what they say. Whereas a lot of narrative games use words that have colloquial meanings to mean something else. To take a look at some examples:You cannot call the explicitly defined procedures of a game "jargon" and then go "well reaction rolls and random encounters are just things everybody knows."
Without the bolded keywords, I could say--hey, this seems like a pretty bad spot the GM put you in.But anyway, here's an example of announcing future badness: You see Plover, but he doesn't see you. He's talking to the mechanic aggressively, and you hear him say your name. The mechanic doesn't look like she's inclined to keep her mouth shut. What do you do?
Likewise--yikes, you've got two people coming at you, sounds like some badness on the way.And here's an example of being put in a spot: Plover is coming at you from one side, and Dremmer from the other. Neither looks happy. What do you do?
This approach to language turns me off of these games in a way that 'reaction rolls' doesn't.