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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Emberashh" data-source="post: 9214708" data-attributes="member: 7040941"><p>Thats pretty prejudicial, not to mention inaccurate to what I'm saying. English is a cruddy language but I'd hope we could recognize that just because the word "improv" has implications you don't like doesn't mean whats being said is wrong. </p><p></p><p></p><p></p><p>This suggests to me that you're letting your disdain for improv theater cloud your judgement. I've already defined what I'm saying more than once. Improv theater is an entirely separate kind of game from RPGs; that doesn't mean both aren't still improv games, as I defined them. </p><p></p><p></p><p></p><p>Incorrect. I've explained this more than once. </p><p></p><p></p><p></p><p>Also incorrect. Social interaction mechanics as defined by Adams aren't what improv mechanics are. </p><p></p><p></p><p></p><p>So the issue is that one feels compelled to resist the argument because I'm passing mild judgement, as though I'm not directly observing extremely common issues and utilizing a language and a theory that voices what that problem is, why its so common, and how it can be fixed. </p><p></p><p>Frankly, you're kind of illustrating the exact issue I'm pointing out. You don't like the implication of improv, and no matter what preemptive steps are taken to ensure clarity, the use of the word is just a step too far I suppose. </p><p></p><p>And honestly, I would say that's exactly what I'm pointing to when I say designers are refusing to recognize what these games are. You're too caught up in the cruddy imprecision of the English language leaving us with a lot of baggage in certain words. </p><p></p><p>Speaking for myself as an English major, I've long since just accepted that especially in the realms of theory, English just isn't going to always give us perfectly clean words to use for the things we mean. </p><p></p><p>But if we <em>really</em> need to drop the dirty, icky word "improv", how about reality management? Scene management? </p><p></p><p>Improv game is more precise than those, to be frank. Improv mechanisms were invented, or at least formalized, by what we colloquially recognize as improv games, so refusing to call a spade a spade because we think the word is icky is a waste of energy.</p><p></p><p></p><p></p><p>Then you should be more open minded. </p><p></p><p></p><p></p><p>Do you care to elaborate or?</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9214708, member: 7040941"] Thats pretty prejudicial, not to mention inaccurate to what I'm saying. English is a cruddy language but I'd hope we could recognize that just because the word "improv" has implications you don't like doesn't mean whats being said is wrong. This suggests to me that you're letting your disdain for improv theater cloud your judgement. I've already defined what I'm saying more than once. Improv theater is an entirely separate kind of game from RPGs; that doesn't mean both aren't still improv games, as I defined them. Incorrect. I've explained this more than once. Also incorrect. Social interaction mechanics as defined by Adams aren't what improv mechanics are. So the issue is that one feels compelled to resist the argument because I'm passing mild judgement, as though I'm not directly observing extremely common issues and utilizing a language and a theory that voices what that problem is, why its so common, and how it can be fixed. Frankly, you're kind of illustrating the exact issue I'm pointing out. You don't like the implication of improv, and no matter what preemptive steps are taken to ensure clarity, the use of the word is just a step too far I suppose. And honestly, I would say that's exactly what I'm pointing to when I say designers are refusing to recognize what these games are. You're too caught up in the cruddy imprecision of the English language leaving us with a lot of baggage in certain words. Speaking for myself as an English major, I've long since just accepted that especially in the realms of theory, English just isn't going to always give us perfectly clean words to use for the things we mean. But if we [I]really[/I] need to drop the dirty, icky word "improv", how about reality management? Scene management? Improv game is more precise than those, to be frank. Improv mechanisms were invented, or at least formalized, by what we colloquially recognize as improv games, so refusing to call a spade a spade because we think the word is icky is a waste of energy. Then you should be more open minded. Do you care to elaborate or? [/QUOTE]
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