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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Lanefan" data-source="post: 8654644" data-attributes="member: 29398"><p>If the inciting event is, say, that someone has just stolen a family heirloom of which I'd been given custody - I heard the culprit upstairs in my home but saw nobody; then the details of my-as-player/character's immediate reaction (to try to find/chase the thief) are in at least some part going to be based on the surrounding environment. Some examples:</p><p></p><p>--- if I'm in a city or town I can ask for help from others*1 ("did you just see someone go by carrying something that looked like [my heirloom]?") that I can't ask for if I'm in a cabin ten miles out in the woods.</p><p>--- if it's snowing out, or if there's snow on the ground, I can look for fresh tracks in a rural area that I can't very well look for in a busy city.</p><p>--- the layout of my home and-or neighbourhood will play a role in determining my action e.g. what route might someone have taken to get down from upstairs on the outside and-or how quickly can I get to where that potential route meets the ground?</p><p>--- other than the thief, am I alone in my home or is anyone else there; and if so, how many; and have any of those people been harmed?</p><p></p><p>*1 - whether it's day or night will make a difference here also, as will the weather conditions, as those things will probably affect the number of potential helpers/witnesses I can quickly access. If it's a cold rainy night, for example, I probably won't bother going the look-for-help route as there's most likely nobody out there.</p><p></p><p>Fair enough. My point is that the environment and-or setting has direct effects on and influence over <em>how</em> I go about addressing that threat, as noted in the example above.</p><p></p><p>Here, if I don't recover the heirloom I'm likely to view myself as a failure not worthy of carrying on the family name.</p><p></p><p>Even if the setting never gets explored it's still there as a background in the moment, much like a movie set as someone (you?) mentioned upthread. That setting is there to answer the following type of questions, which in theory will always*2 be known by my PC and will affect pretty much any scene even if only by providing atmosphere:</p><p></p><p>--- where is my character in relation to anything or anyone else relevant, or am I lost</p><p>--- what time of day/night is it</p><p>--- what's the weather doing</p><p></p><p>*2 - except in very unusual circumstances e.g. I've jumped to a different world where day and night have no meaning</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8654644, member: 29398"] If the inciting event is, say, that someone has just stolen a family heirloom of which I'd been given custody - I heard the culprit upstairs in my home but saw nobody; then the details of my-as-player/character's immediate reaction (to try to find/chase the thief) are in at least some part going to be based on the surrounding environment. Some examples: --- if I'm in a city or town I can ask for help from others*1 ("did you just see someone go by carrying something that looked like [my heirloom]?") that I can't ask for if I'm in a cabin ten miles out in the woods. --- if it's snowing out, or if there's snow on the ground, I can look for fresh tracks in a rural area that I can't very well look for in a busy city. --- the layout of my home and-or neighbourhood will play a role in determining my action e.g. what route might someone have taken to get down from upstairs on the outside and-or how quickly can I get to where that potential route meets the ground? --- other than the thief, am I alone in my home or is anyone else there; and if so, how many; and have any of those people been harmed? *1 - whether it's day or night will make a difference here also, as will the weather conditions, as those things will probably affect the number of potential helpers/witnesses I can quickly access. If it's a cold rainy night, for example, I probably won't bother going the look-for-help route as there's most likely nobody out there. Fair enough. My point is that the environment and-or setting has direct effects on and influence over [I]how[/I] I go about addressing that threat, as noted in the example above. Here, if I don't recover the heirloom I'm likely to view myself as a failure not worthy of carrying on the family name. Even if the setting never gets explored it's still there as a background in the moment, much like a movie set as someone (you?) mentioned upthread. That setting is there to answer the following type of questions, which in theory will always*2 be known by my PC and will affect pretty much any scene even if only by providing atmosphere: --- where is my character in relation to anything or anyone else relevant, or am I lost --- what time of day/night is it --- what's the weather doing *2 - except in very unusual circumstances e.g. I've jumped to a different world where day and night have no meaning [/QUOTE]
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