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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: 8655926" data-attributes="member: 29398"><p>Exactly. And in exploration play, geography is by far the most frequent aspect being investigated and-or discovered.</p><p></p><p>Scene sequencing is different than exploration. A railroad often has as one of its easily-identifiable flaws hard-sequenced scenes and-or hard-coded outcomes, and some might name the hard-coded scene sequencing as being linear. </p><p></p><p>Above, hard-coded scene sequencing would somehow prevent the Halfling from sneaking forward to room 4 until any scenes in room 2 - and then room 3 - were sorted. This can also occur in settings where the geography itself is not in fact linear; as evidenced by the old "whichever way you go there will be an Ogre" meme.</p><p></p><p>A linear dungeon or map is most easily (as in, immediately) identified by its hard-sequenced geography where one area must be passed through in order to get to the next, regardless of anything that might happen in any of those places. The Halfling can sneak up and down between rooms 1 and 6 all she likes but has no choice on where to go other than up or down through the sequentially-numbered spaces; she can't get from room 2 to room 5 without passing through both 3 and 4, in that order.</p><p></p><p>Two things:</p><p></p><p>Geography provides, for lack of a better term, the scenes (as in backdrops) in which the scenes (as in dramas) take place. Perhaps more importantly, geography serves to spatially - and as a side effect, temporally due to the time needed to get from one place to another via available means - connect those scenes together such that they don't happen in isolation.</p><p></p><p>Further - and 5E D&D nicely codified this in its 3 pillars of play model - geography provides something for the exploration pillar (which is in theory 1/3 of the game, one's own practice may vary widely) to do, as it is slowly revealed as the PCs get to it for the first time.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8655926, member: 29398"] Exactly. And in exploration play, geography is by far the most frequent aspect being investigated and-or discovered. Scene sequencing is different than exploration. A railroad often has as one of its easily-identifiable flaws hard-sequenced scenes and-or hard-coded outcomes, and some might name the hard-coded scene sequencing as being linear. Above, hard-coded scene sequencing would somehow prevent the Halfling from sneaking forward to room 4 until any scenes in room 2 - and then room 3 - were sorted. This can also occur in settings where the geography itself is not in fact linear; as evidenced by the old "whichever way you go there will be an Ogre" meme. A linear dungeon or map is most easily (as in, immediately) identified by its hard-sequenced geography where one area must be passed through in order to get to the next, regardless of anything that might happen in any of those places. The Halfling can sneak up and down between rooms 1 and 6 all she likes but has no choice on where to go other than up or down through the sequentially-numbered spaces; she can't get from room 2 to room 5 without passing through both 3 and 4, in that order. Two things: Geography provides, for lack of a better term, the scenes (as in backdrops) in which the scenes (as in dramas) take place. Perhaps more importantly, geography serves to spatially - and as a side effect, temporally due to the time needed to get from one place to another via available means - connect those scenes together such that they don't happen in isolation. Further - and 5E D&D nicely codified this in its 3 pillars of play model - geography provides something for the exploration pillar (which is in theory 1/3 of the game, one's own practice may vary widely) to do, as it is slowly revealed as the PCs get to it for the first time. [/QUOTE]
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