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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Aldarc" data-source="post: 8653771" data-attributes="member: 5142"><p>I have about three observations to make. I hope you don't mind. </p><p></p><p>First, while the differences may seem subtle to you, I think it's important to recognize how even subtle differences can cause games operating by these principles to naturally evolve in drastically different ways over the course of a session or multiple sessions. Moreover, many of the people I have seen argue that no fundamental difference exists between these sorts of play loops are often the ones I have seen complain the loudest that these games don't work like D&D (or are even capable of working at all) or that they result in badwrongfun. I find that it's helpful to see these games in action, both running and playing them, because I do agree with [USER=16586]@Campbell[/USER] that these games require different skill sets. </p><p></p><p>Second, I think that your point on the importance of an environment where gameplay transpires to be threatening describes certain modes of play in D&D, but leaves a lot out. If the gameplay takes place in a town shop interacting with a Joe Schmoe the Shopkeeper, should that scene be threatening to the players? </p><p></p><p>Third, I would say that the first prioritizes player character interactivity. This is to say, the first IME is primarily interested in highlighting some aspects that of the scene that players may choose for their characters to interact with in some way, with the GM advised to present the scene as a neutral arbiter of the game fiction with respect to the players and their characters' interests. This view comes across in the description of the play loop in the 5e PHB: </p><p></p><p>A threat may exist in the scene, but the fundamental role described here for GM nevertheless involves "presenting the basic scope of options that present themselves" for players.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8653771, member: 5142"] I have about three observations to make. I hope you don't mind. First, while the differences may seem subtle to you, I think it's important to recognize how even subtle differences can cause games operating by these principles to naturally evolve in drastically different ways over the course of a session or multiple sessions. Moreover, many of the people I have seen argue that no fundamental difference exists between these sorts of play loops are often the ones I have seen complain the loudest that these games don't work like D&D (or are even capable of working at all) or that they result in badwrongfun. I find that it's helpful to see these games in action, both running and playing them, because I do agree with [USER=16586]@Campbell[/USER] that these games require different skill sets. Second, I think that your point on the importance of an environment where gameplay transpires to be threatening describes certain modes of play in D&D, but leaves a lot out. If the gameplay takes place in a town shop interacting with a Joe Schmoe the Shopkeeper, should that scene be threatening to the players? Third, I would say that the first prioritizes player character interactivity. This is to say, the first IME is primarily interested in highlighting some aspects that of the scene that players may choose for their characters to interact with in some way, with the GM advised to present the scene as a neutral arbiter of the game fiction with respect to the players and their characters' interests. This view comes across in the description of the play loop in the 5e PHB: A threat may exist in the scene, but the fundamental role described here for GM nevertheless involves "presenting the basic scope of options that present themselves" for players. [/QUOTE]
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