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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Aldarc" data-source="post: 8445307" data-attributes="member: 5142"><p>It's where the money is, but it's also a field that has established lingo/jargon for its games and isn't afraid to use it. We're not talking academic level here, but also at a basic amateur fan community level of criticism. I often get the impression that people in the various TTRPG communities are incredibly reluctant to talk about their games in a comparable way that board game or video/computer game enthusiasts talk about their games.* However, in the absence of available terminology to utilize in the TTRPG space, people will draw their terms from elsewhere. In this case, it's predominately video games.</p><p></p><p>One can't say that this hasn't influenced TTRPG talk either. For starters, one can look at how the term "sandbox" was used in older TTRPG discussions to be synonymous with a "campaign" or a "setting," but the term "sandbox" acquired a more particular meaning as a result of its particular usage in computer games. I saw somewhere online where one of the designers for Wilderlands in the d20 era flat out admitted that they took the term "sandbox" from video games to describe its style of tabletop gaming. I have also seen people talk of settings in terms of being a "theme park" setting. </p><p></p><p>* I will admit that one of my own frustrations across various TTRPG communities is the hypersensitivity to any potential criticisms particularly about the strengths and weaknesses of a game. Without pointing fingers to D&D, I can recount how I got a heaping amount of backlash among some Cypher System influencers when I tried asking what the Cypher System wasn't good at and its systemic weaknesses. But if every game was "one size fits all" as some game communities make their game out to be then we wouln't nearly have as many game systems, generic or otherwise, out there that we do.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8445307, member: 5142"] It's where the money is, but it's also a field that has established lingo/jargon for its games and isn't afraid to use it. We're not talking academic level here, but also at a basic amateur fan community level of criticism. I often get the impression that people in the various TTRPG communities are incredibly reluctant to talk about their games in a comparable way that board game or video/computer game enthusiasts talk about their games.* However, in the absence of available terminology to utilize in the TTRPG space, people will draw their terms from elsewhere. In this case, it's predominately video games. One can't say that this hasn't influenced TTRPG talk either. For starters, one can look at how the term "sandbox" was used in older TTRPG discussions to be synonymous with a "campaign" or a "setting," but the term "sandbox" acquired a more particular meaning as a result of its particular usage in computer games. I saw somewhere online where one of the designers for Wilderlands in the d20 era flat out admitted that they took the term "sandbox" from video games to describe its style of tabletop gaming. I have also seen people talk of settings in terms of being a "theme park" setting. * I will admit that one of my own frustrations across various TTRPG communities is the hypersensitivity to any potential criticisms particularly about the strengths and weaknesses of a game. Without pointing fingers to D&D, I can recount how I got a heaping amount of backlash among some Cypher System influencers when I tried asking what the Cypher System wasn't good at and its systemic weaknesses. But if every game was "one size fits all" as some game communities make their game out to be then we wouln't nearly have as many game systems, generic or otherwise, out there that we do. [/QUOTE]
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