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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: 8659303" data-attributes="member: 7026617"><p>It is when the scale is such that many connections will be intrinsically be left behind. You can have an issue of scale where the connections matter wherever you are (such things can be set up in the modern world easily enough), but in a lower-tech setting, the great truth is that your family being in Hamlet A when you are 800 miles from Hamlet A is not going to matter, and at some point the same thing applies to some of your enemies; they're fundamentally regional, and you, well, aren't.</p><p></p><p>That doesn't necessarily make for loner characters, but it does pretty much make them such that the majority of the connections will either be transient or about others among what can be viewed as the PCs, i.e. other people who normally travel with you. And that fundamentally limits things in a way that characters who spend the vast majority of their functional lifespan around one city doesn't, but I don't think it makes it less legitimate.</p><p></p><p>I think there's a different dynamic to the murderhobo, and frankly some of it can be traced back to GMs who use any connections as a club that can seem like an impediment rather than any sort of upside. There are enough characters in general adventure fiction that are light on that such that while its a virtue to have the tools to encourage that anywhere, its not like people like Conan don't exist.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8659303, member: 7026617"] It is when the scale is such that many connections will be intrinsically be left behind. You can have an issue of scale where the connections matter wherever you are (such things can be set up in the modern world easily enough), but in a lower-tech setting, the great truth is that your family being in Hamlet A when you are 800 miles from Hamlet A is not going to matter, and at some point the same thing applies to some of your enemies; they're fundamentally regional, and you, well, aren't. That doesn't necessarily make for loner characters, but it does pretty much make them such that the majority of the connections will either be transient or about others among what can be viewed as the PCs, i.e. other people who normally travel with you. And that fundamentally limits things in a way that characters who spend the vast majority of their functional lifespan around one city doesn't, but I don't think it makes it less legitimate. I think there's a different dynamic to the murderhobo, and frankly some of it can be traced back to GMs who use any connections as a club that can seem like an impediment rather than any sort of upside. There are enough characters in general adventure fiction that are light on that such that while its a virtue to have the tools to encourage that anywhere, its not like people like Conan don't exist. [/QUOTE]
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