overgeeked
Open-World Sandbox
Any pointers or links to those newer design schools?As Snarf has pointed out more than once, folks on EN World seem to have largely not engaged with newer design schools, and so have not applied their jargon much.
Any pointers or links to those newer design schools?As Snarf has pointed out more than once, folks on EN World seem to have largely not engaged with newer design schools, and so have not applied their jargon much.
I don’t think that’s fair at all. I said that werewolf is vocabulary, not jargon, and I’ll stand by that, because it isn’t shorthand for a complex or technical concept related to a specialized field. Other than this specific instance, I don’t think I’ve ever seen anyone here try to argue that a word or phrase is vocabulary rather than jargon.Borrowing this as a jump off point.
These kinds of arguments seem an especially strong version of special pleading that's seeking to protect some jargon as "okay" and other jargon as "bad" with a semantic swap of acceptable jargon to "vocabulary."
There are links to references to information about design schools from many timeframes--including the Forge--in the OP for this thread.Any pointers or links to those newer design schools?
When Forge-jargon and its derivatives make up the overwhelming majority of the examples of RPG design theory jargon on the site, it is going to be difficult to tell the difference between a problem with jargon in general, and a problem with Forge-jargon.
As Snarf has pointed out more than once, folks on EN World seem to have largely not engaged with newer design schools, and so have not applied their jargon much.
Yes, I'm aware. I was asking Umbran about which ones he was specifically referring to.There are links to references to information about design schools from many timeframes--including the Forge--in the OP for this thread.
Fair. Sorry.Yes, I'm aware. I was asking Umbran about which ones he was specifically referring to.
I think there's an even simpler explanation that accounts for much of the difference. Unlike video games, TTRPGs have complicated logistics, meaning that TTRPG fans can't play on demand. Video games, by contrast are far more readily accessible. Accordingly, of the time fans spend on each hobby, I suspect TTRPG fans spend a far higher proportion of that time talking about their hobby than fans of video games do.A couple theories I have. The first one is that video games enjoy a much much larger user base. With that comes a wide variety of games that go from causal all the way up to hardcore. There is plenty of room for causals and hardcore players to chat about their hobby. The second is that there is no D&D (800# gorilla) equivalent in the video game hobby. Due to D&D's crushing orbit it dominates all discussion fairly or not. TTRPGs attract intellectually and technical minded folks who enjoy comprehensive discussions and arguments. However, due to there can be only one king of TTRPGs, there is often a winner takes all stakes to how the games are described, theorized, and general attitudes towards those of its community. Its a rare combination of low community population, but highly demanding conceptualized theory.
Just my theory.
Counter-proposal: TTRPG discussion is disproportionately concerned with design and theory. You get this kind of jargon and hair-splitting in discussions of video game design, but such discussions are pretty niche, because most people who play video games aren’t hugely interested in game design theory. They’re happy to just play the games and move on. In the TTRPG space though, design theory is a much more prominent topic, because every GM must by necessity engage in game design to some extent or another. And, the people who engage in TTRPG discussion are disproportionately GMs. I think maybe one of my players would have any idea what I was taking about if I started tossing around terms like “simulationism” and “story now.” And she’s the one of my players who also DMs on occasion.I think there's an even simpler explanation that accounts for much of the difference. Unlike video games, TTRPGs have complicated logistics, meaning that TTRPG fans can't play on demand. Video games, by contrast as far more readily accessible. Accordingly, of the time fans spend on each hobby, I suspect TTRPG fans spend a far higher proportion of that time talking about their hobby than fans of video games do.