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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Umbran" data-source="post: 8653089" data-attributes="member: 177"><p>My discussion here is largely focused on jargon's use here, on these message boards. And note that gatekeeping is not necessarily the desired result, but it can be an unintentional effect. If you expect understanding of jargon to enter a conversation, that's keeping some folks outside the gates, whether intentional or not.</p><p></p><p></p><p></p><p>Fair point. However, I think there's a fair difference in the application of jargon in these areas.</p><p></p><p>In the fiber arts, a typical introduction to a jargon name is "Hm, I like this pattern. It has a knot called a <foo>. I need to look up <foo> knots and learn how to do them." It is first and foremost a <em>practical</em> matter, and it is generally associated with something the person has already decided to accomplish.</p><p></p><p>RPG theory jargon is theory, not practice. It is about game design, not about game play. We all know a ton of jargon about game play.</p><p></p><p>And, when folks encounter that design theory, it is often being (I feel mis-) applied to play practice, usually in a critical form, like, "You didn't have a good experience with this game because you weren't <em>design jargoning</em> right."</p><p></p><p>I think reaction to it is then pretty predictable.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8653089, member: 177"] My discussion here is largely focused on jargon's use here, on these message boards. And note that gatekeeping is not necessarily the desired result, but it can be an unintentional effect. If you expect understanding of jargon to enter a conversation, that's keeping some folks outside the gates, whether intentional or not. Fair point. However, I think there's a fair difference in the application of jargon in these areas. In the fiber arts, a typical introduction to a jargon name is "Hm, I like this pattern. It has a knot called a <foo>. I need to look up <foo> knots and learn how to do them." It is first and foremost a [I]practical[/I] matter, and it is generally associated with something the person has already decided to accomplish. RPG theory jargon is theory, not practice. It is about game design, not about game play. We all know a ton of jargon about game play. And, when folks encounter that design theory, it is often being (I feel mis-) applied to play practice, usually in a critical form, like, "You didn't have a good experience with this game because you weren't [I]design jargoning[/I] right." I think reaction to it is then pretty predictable. [/QUOTE]
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