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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Raven Crowking" data-source="post: 2962386" data-attributes="member: 18280"><p><strong>What makes for a useful definition?</strong></p><p></p><p>I think, too, in order to move forward, that we have to come to terms with what makes for a useful definition. I would argue that, when a term is defined, any useful definition must contain criteria by which it can be determined that the term does, or does not, apply to a given example.</p><p></p><p>The term "water" is defined by its chemical composition. That composition can be tested to determine if a substance is water, and, if so, how purely it is water. The term "fluid" is a state of matter defined by its properties, which can be tested. Even these fairly easy to define terms, though, offer exceptions on their boundaries. How dirty can water be and still be water? Glass is sometimes defined as an "amorphous solid" -- how does this differ from a fluid?</p><p></p><p>The hazards of language make any definition limited in its usefulness, no matter how obvious the definition is. It should be no wonder, therefore, that it is difficult to define terms for somewhat more nebulous concepts, such as behavior in rpgs.</p><p></p><p>As a thought experiment, imagine that your friend Billy Bob Joe Bob Jo Jo Jo Bob was the best DM you ever had the pleasure of playing under. Your friend Ernie plays in a game with Billy Bob Joe Bob Jo Jo Jo Bob and comes back disappointed. He claims that the game was a railroad. Your impression of Billy Bob Joe Bob Jo Jo Jo Bob's DMing makes you believe that he would never railroad. Either Ernie is wrong, or your impression is wrong. But, how do you determine which is the case?</p><p></p><p>In other words, what criteria can you apply to Ernie's description of the game to decide whether or not Billy Bob Joe Bob Jo Jo Jo Bob was railroading or not?</p><p></p><p>I would argue that the most commonly acceptable answer to the above question determines, perforce, the elements required for a clear definition of the term.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2962386, member: 18280"] [b]What makes for a useful definition?[/b] I think, too, in order to move forward, that we have to come to terms with what makes for a useful definition. I would argue that, when a term is defined, any useful definition must contain criteria by which it can be determined that the term does, or does not, apply to a given example. The term "water" is defined by its chemical composition. That composition can be tested to determine if a substance is water, and, if so, how purely it is water. The term "fluid" is a state of matter defined by its properties, which can be tested. Even these fairly easy to define terms, though, offer exceptions on their boundaries. How dirty can water be and still be water? Glass is sometimes defined as an "amorphous solid" -- how does this differ from a fluid? The hazards of language make any definition limited in its usefulness, no matter how obvious the definition is. It should be no wonder, therefore, that it is difficult to define terms for somewhat more nebulous concepts, such as behavior in rpgs. As a thought experiment, imagine that your friend Billy Bob Joe Bob Jo Jo Jo Bob was the best DM you ever had the pleasure of playing under. Your friend Ernie plays in a game with Billy Bob Joe Bob Jo Jo Jo Bob and comes back disappointed. He claims that the game was a railroad. Your impression of Billy Bob Joe Bob Jo Jo Jo Bob's DMing makes you believe that he would never railroad. Either Ernie is wrong, or your impression is wrong. But, how do you determine which is the case? In other words, what criteria can you apply to Ernie's description of the game to decide whether or not Billy Bob Joe Bob Jo Jo Jo Bob was railroading or not? I would argue that the most commonly acceptable answer to the above question determines, perforce, the elements required for a clear definition of the term. [/QUOTE]
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