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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="pemerton" data-source="post: 8656939" data-attributes="member: 42582"><p>I've bolded two bits of your post. Is "the other stuff" that gets interesting "the dependence of stuff in subsequent scenes on earlier scenes"?</p><p></p><p>I think that is an interesting property of preparing/scripting scenes for RPGing. Because it requires that <em>whichever scene is run first</em> produce certain outcomes that will support the dependencies that obtain <em>in which scene is run second</em>. And there is evident scope for tension between <em>requiring certain outcomes be produced</em> and <em>players declaring actions for their PCs</em>.</p><p></p><p>The idea of "shunting" seems related to the idea of <em>producing certain outcomes that will support the dependencies between scenes</em>.</p><p></p><p>As well as the sorts of dependencies [USER=71235]@niklinna[/USER] mentions (obtaining a thing, meeting a person etc) there can be dependencies like this: if Scene B opens "As your reach the crest of the mountain pass, you see a scene of devastation in the land below", that won't work if at the end of Scene A the protagonists decided not to cross the mountains.</p><p></p><p>OK, but then what's interesting isn't the "linearity" but rather the dependencies. So let's have a term to describe <em>that</em>.</p><p></p><p>As I already posted, The Green Knight has no such dependencies.</p><p></p><p>I've read some of The Alexandrian's work on "node-based design" and the closely related "three clue rule". I personally see it as a way of preparing a sophisticated sort of railroad. It tries to resolve the tension I describe just above by building in multiple, overlapping dependencies between scenes.</p><p></p><p>This seems to be going back to geography.</p><p></p><p>But anyway I don't think this claim seems very plausible. The Green Knight is more interesting than many looping dungeon (or starship, or alien facility, or . . .) scenarios I've encountered. And I don't see how it would be <em>more</em> interesting by changing the sequence of the non-bookend scenes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8656939, member: 42582"] I've bolded two bits of your post. Is "the other stuff" that gets interesting "the dependence of stuff in subsequent scenes on earlier scenes"? I think that is an interesting property of preparing/scripting scenes for RPGing. Because it requires that [i]whichever scene is run first[/i] produce certain outcomes that will support the dependencies that obtain [i]in which scene is run second[/i]. And there is evident scope for tension between [i]requiring certain outcomes be produced[/i] and [i]players declaring actions for their PCs[/i]. The idea of "shunting" seems related to the idea of [i]producing certain outcomes that will support the dependencies between scenes[/i]. As well as the sorts of dependencies [USER=71235]@niklinna[/USER] mentions (obtaining a thing, meeting a person etc) there can be dependencies like this: if Scene B opens "As your reach the crest of the mountain pass, you see a scene of devastation in the land below", that won't work if at the end of Scene A the protagonists decided not to cross the mountains. OK, but then what's interesting isn't the "linearity" but rather the dependencies. So let's have a term to describe [i]that[/i]. As I already posted, The Green Knight has no such dependencies. I've read some of The Alexandrian's work on "node-based design" and the closely related "three clue rule". I personally see it as a way of preparing a sophisticated sort of railroad. It tries to resolve the tension I describe just above by building in multiple, overlapping dependencies between scenes. This seems to be going back to geography. But anyway I don't think this claim seems very plausible. The Green Knight is more interesting than many looping dungeon (or starship, or alien facility, or . . .) scenarios I've encountered. And I don't see how it would be [i]more[/i] interesting by changing the sequence of the non-bookend scenes. [/QUOTE]
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