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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="payn" data-source="post: 8442825" data-attributes="member: 90374"><p>I find much of the jargon used, unfortunately, starts as derogatory ways to put down things folks dont like. Instead of finding a respectful way to describe something they dont prefer. Fortunately, folks tend to reinvent the term in a more respectful way on their own during these discussions and arguments. For example, railroading vs. linear campaign design. One term inherently bad, the other neutral to positive and better used for general discussion. </p><p></p><p>Many RPG theory discussions and arguments can become incendiary. The E. War back in 2008 was particularly volatile as the imagined stakes for the future of RPG design seemed to hang in the balance. Moderation was necessary and required constantly as folks were awful to one another. Though, eventually it became necessary to find more diplomatic ways to engage on ideas and concepts. The ultimate goal of understanding always wins out in the end. While the process may be very unpleasant, I think its worth engaging for the benefits of mutual understanding and self growth. The 2008 E. War might have been a bad period, but I learned more about my preferences and understanding of RPG design in those few years then all the years prior combined. Ultimately, RPG theory is worth it.</p><p></p><p>My number one rule when engaging theory discussions is to listen to Rufus the 13th Apostle, "I think it's better to have ideas (than beliefs). You can<em> change </em>an idea. Changing a belief is trickier..."</p></blockquote><p></p>
[QUOTE="payn, post: 8442825, member: 90374"] I find much of the jargon used, unfortunately, starts as derogatory ways to put down things folks dont like. Instead of finding a respectful way to describe something they dont prefer. Fortunately, folks tend to reinvent the term in a more respectful way on their own during these discussions and arguments. For example, railroading vs. linear campaign design. One term inherently bad, the other neutral to positive and better used for general discussion. Many RPG theory discussions and arguments can become incendiary. The E. War back in 2008 was particularly volatile as the imagined stakes for the future of RPG design seemed to hang in the balance. Moderation was necessary and required constantly as folks were awful to one another. Though, eventually it became necessary to find more diplomatic ways to engage on ideas and concepts. The ultimate goal of understanding always wins out in the end. While the process may be very unpleasant, I think its worth engaging for the benefits of mutual understanding and self growth. The 2008 E. War might have been a bad period, but I learned more about my preferences and understanding of RPG design in those few years then all the years prior combined. Ultimately, RPG theory is worth it. My number one rule when engaging theory discussions is to listen to Rufus the 13th Apostle, "I think it's better to have[B] [/B]ideas (than beliefs). You can[I] change [/I]an idea. Changing a belief is trickier..." [/QUOTE]
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