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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Thomas Shey" data-source="post: 8659272" data-attributes="member: 7026617"><p>Well, the issue is (as someone who had a fair bit indirectly to do with how Champions character construction works) is that its very clear when dealing with superhero characters that there is a great degree of engagement with the world around them and their own specific natures that they, effectively, walk in the door with (I'm excluding for the moment the "young heroes" subgenre here because it has a slightly different dynamic).</p><p></p><p>That, however, does not intrinsically say anything about how the players of same are going to interact with that world outside those specific traits. While I think its entirely defensible to suggest supers are one of those genre that if not demands, favors engagement on a more authorial level than others, the idea of the borders <em>in play</em> (as compared to during character creation) were still pretty strong then. Its notable that Hero is still one of the few superhero-supporting systems that has barely even a metacurrency (I think its still optional). The only other one I know of that vintage that does so is because its author is actively hostile to anything that expects a player to engage with the game on anything but a purely IC level.</p><p></p><p></p><p></p><p>I'll tell you a little secret; the whole point in having Champions Disadvantages and Limitations set up the way they were was as a method of bribing people to take genre-appropriate flaws that not all of them would likely do if they were just going to be a way of tossing the GM handles on them. Its essentially a solution to the fact that not everyone playing a superhero game--even people familiar with and fond of the genre--are always going to be willing to abandon the part of their focus is on game just to make the story-structure of the genre look right.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8659272, member: 7026617"] Well, the issue is (as someone who had a fair bit indirectly to do with how Champions character construction works) is that its very clear when dealing with superhero characters that there is a great degree of engagement with the world around them and their own specific natures that they, effectively, walk in the door with (I'm excluding for the moment the "young heroes" subgenre here because it has a slightly different dynamic). That, however, does not intrinsically say anything about how the players of same are going to interact with that world outside those specific traits. While I think its entirely defensible to suggest supers are one of those genre that if not demands, favors engagement on a more authorial level than others, the idea of the borders [I]in play[/I] (as compared to during character creation) were still pretty strong then. Its notable that Hero is still one of the few superhero-supporting systems that has barely even a metacurrency (I think its still optional). The only other one I know of that vintage that does so is because its author is actively hostile to anything that expects a player to engage with the game on anything but a purely IC level. I'll tell you a little secret; the whole point in having Champions Disadvantages and Limitations set up the way they were was as a method of bribing people to take genre-appropriate flaws that not all of them would likely do if they were just going to be a way of tossing the GM handles on them. Its essentially a solution to the fact that not everyone playing a superhero game--even people familiar with and fond of the genre--are always going to be willing to abandon the part of their focus is on game just to make the story-structure of the genre look right. [/QUOTE]
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