Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8658966" data-attributes="member: 42582"><p>I didn't dismiss it. I expressed a view about the relationship between sociology of gaming, and game design. I teach theoretical sociology, and read work in social philosophy and sociology, which informs my view about whether and how sociology of RPGing bears upon the sort of technical design [USER=82106]@AbdulAlhazred[/USER] was talking about.</p><p></p><p>The last time I read one of the academic articles you linked to I found it pretty uninspiring (it was ch 4 of the Roleplaying Studies collection published by Routledge). I didn't think its analysis of the relationship between participants, fiction and external materials (dice, etc) was very powerful. (Vincent Baker's is better, in my view.) And going back to it now, I see that Torner is one of the authors!</p><p></p><p>For instance, consider this from pp 65 and 66 of that chapter:</p><p></p><p style="margin-left: 20px">Any given game is more or less completely described <em>qua</em> game by its <em>setting</em> and <em>system</em>.</p><p></p><p><em>Setting</em> is defined as "The fictional background against which the adventures of the PCs are set or the world in which the game takes place." <em>Adventure</em> is defined as</p><p></p><p style="margin-left: 20px">A play scenario enacted as a sequence of in-game events in a TRPG that, in retrospect, can be said to comprise a narrative arc or plot trajectory, with a beginning, middle, and end.In its simplest form, this consists of a hook (a reason for the PCs to get involved or take action, such as finding a treasure map or being hired by a patron), in-play development (eg the exploration of a dungeon and identification of its important features, puzzle, or dangers or interaction with key non-player characters (NPCs) to gather information and extern influence), climax (eg a showdown fight with a major villain or the solution of a central mystery or problem), and aftermath (eg gathering treasure and returning to town or being rewarded or betrayed by a patron).</p><p></p><p>And <em>system</em> is defined as</p><p></p><p style="margin-left: 20px">The procedures by which elements in the fiction are introduced, modified, changed or removed. These include strictly game-mechanical procedures, such as combat rules and character generation processes, as well as implicit procedures for scenario or adventure design and worldbuilding. More broadly, it can be taken to mean the broader set of behavioural norms and performative conventions that guide participation in the game, which will vary by play group.</p><p></p><p>There's nothing true here that wasn't already said by Vincent Baker, who is not cited in this chapter (Baker is cited in some later chapters -chh 10 and 11 - including by Torner: his work is described as "para-academic"). But it is not as good as what Baker says. The notion of system doesn't seem to be extended to consequences, and doesn't explore the relationship between mechanics and principles; the notions of setting and adventure are very narrow and don't seem to cover some phenomena which would count as RPGs.</p><p></p><p>Here is the reference to Baker in ch 11:</p><p></p><p style="margin-left: 20px">indie TRPGs and larps have begun experimenting with using RPGs as events that re-present - reflect and critique society - and events that model - through stoking morally transformative experiences but also directly, eg by raising moral questions for players, as in the TRPG <em>Dogs in the Vineyard</em> (Baker 2004) or LARP collection #<em>Feminism Nano-Games</em> (Bushyager, Stark, and Westerling 2106) or by situtaing larps in public space as a form of protest, such as <em>Amerika</em>, a Weltschmerz Network larp (2000).[/i]</p><p><em></em></p><p><em></em></p><p><em>People who are familiar with Edwards work, and DitV, already knew this was happening!</em></p></blockquote><p></p>
[QUOTE="pemerton, post: 8658966, member: 42582"] I didn't dismiss it. I expressed a view about the relationship between sociology of gaming, and game design. I teach theoretical sociology, and read work in social philosophy and sociology, which informs my view about whether and how sociology of RPGing bears upon the sort of technical design [USER=82106]@AbdulAlhazred[/USER] was talking about. The last time I read one of the academic articles you linked to I found it pretty uninspiring (it was ch 4 of the Roleplaying Studies collection published by Routledge). I didn't think its analysis of the relationship between participants, fiction and external materials (dice, etc) was very powerful. (Vincent Baker's is better, in my view.) And going back to it now, I see that Torner is one of the authors! For instance, consider this from pp 65 and 66 of that chapter: [indent]Any given game is more or less completely described [i]qua[/i] game by its [i]setting[/i] and [i]system[/i].[/indent] [i]Setting[/i] is defined as "The fictional background against which the adventures of the PCs are set or the world in which the game takes place." [i]Adventure[/i] is defined as [indent]A play scenario enacted as a sequence of in-game events in a TRPG that, in retrospect, can be said to comprise a narrative arc or plot trajectory, with a beginning, middle, and end.In its simplest form, this consists of a hook (a reason for the PCs to get involved or take action, such as finding a treasure map or being hired by a patron), in-play development (eg the exploration of a dungeon and identification of its important features, puzzle, or dangers or interaction with key non-player characters (NPCs) to gather information and extern influence), climax (eg a showdown fight with a major villain or the solution of a central mystery or problem), and aftermath (eg gathering treasure and returning to town or being rewarded or betrayed by a patron).[/indent] And [i]system[/i] is defined as [indent]The procedures by which elements in the fiction are introduced, modified, changed or removed. These include strictly game-mechanical procedures, such as combat rules and character generation processes, as well as implicit procedures for scenario or adventure design and worldbuilding. More broadly, it can be taken to mean the broader set of behavioural norms and performative conventions that guide participation in the game, which will vary by play group.[/indent] There's nothing true here that wasn't already said by Vincent Baker, who is not cited in this chapter (Baker is cited in some later chapters -chh 10 and 11 - including by Torner: his work is described as "para-academic"). But it is not as good as what Baker says. The notion of system doesn't seem to be extended to consequences, and doesn't explore the relationship between mechanics and principles; the notions of setting and adventure are very narrow and don't seem to cover some phenomena which would count as RPGs. Here is the reference to Baker in ch 11: [indent]indie TRPGs and larps have begun experimenting with using RPGs as events that re-present - reflect and critique society - and events that model - through stoking morally transformative experiences but also directly, eg by raising moral questions for players, as in the TRPG [i]Dogs in the Vineyard[/i] (Baker 2004) or LARP collection #[i]Feminism Nano-Games[/i] (Bushyager, Stark, and Westerling 2106) or by situtaing larps in public space as a form of protest, such as [i]Amerika[/i], a Weltschmerz Network larp (2000).[/i][/indent][i] People who are familiar with Edwards work, and DitV, already knew this was happening![/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
Top