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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Campbell" data-source="post: 8653326" data-attributes="member: 16586"><p>Kickers and bangs come from Sorcerer, one of the most influential indie games. They form the basis of its play structures.</p><p></p><p>Kickers are a precipitating event, like a player designed hook for their character that propels them to do stuff. Resolving a kicker should change how we view the character. When a kicker is resolved a player either creates a new character or comes up with a new kicker.</p><p></p><p>Bangs are events that force players to make a dramatic decision for their character. They are moments of crisis where players have to choose who their characters really are as people through the choices they make.</p><p></p><p>In Sorcerer players are responsible for trying to resolve their kickers. GMs are responsible for creating bangs that make that difficult.</p><p></p><p>Of course we should explain terminology that people are unfamiliar with and respond to clarifying questions, but the idea that we should have to explain it through the prism of a structure of play that presumes a fundamentally different play structure is baffling. It actively causes confusion when in the middle of explaining things we have to contend with all sorts of assumptions about play structure. Explaining this stuff to my next door neighbor would be way easier.</p><p></p><p>I fail to see what popularity has to do with it other than virtue signaling.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8653326, member: 16586"] Kickers and bangs come from Sorcerer, one of the most influential indie games. They form the basis of its play structures. Kickers are a precipitating event, like a player designed hook for their character that propels them to do stuff. Resolving a kicker should change how we view the character. When a kicker is resolved a player either creates a new character or comes up with a new kicker. Bangs are events that force players to make a dramatic decision for their character. They are moments of crisis where players have to choose who their characters really are as people through the choices they make. In Sorcerer players are responsible for trying to resolve their kickers. GMs are responsible for creating bangs that make that difficult. Of course we should explain terminology that people are unfamiliar with and respond to clarifying questions, but the idea that we should have to explain it through the prism of a structure of play that presumes a fundamentally different play structure is baffling. It actively causes confusion when in the middle of explaining things we have to contend with all sorts of assumptions about play structure. Explaining this stuff to my next door neighbor would be way easier. I fail to see what popularity has to do with it other than virtue signaling. [/QUOTE]
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