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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8659963" data-attributes="member: 82106"><p>Well, so, in the case of say a High Concept Simulation, the internal logic is coming from some attribute of the world, it is INTERNAL to the game world, but not internal to the character. Professor X is not attacked by Silver Surfer because he wants something, he's attacked by Silver Surfer because <genre trope here>. Nor is this generally arranged by the player (it could be, but it isn't necessary). Likewise gamist concerns arise outside of the game world entirely. Narrativist ones however arise directly out of attributes of the character itself! I'd also say that, to the extent that some other conceit is instead leveraged, like say the knightly concept of honor in Prince Valiant, that this is likely to shade the game in the direction of HCS, but at the same time if its expression is internal to the PC and scenes are framed against it (IE you are tempted to do things that a knight of honor wouldn't do) it still possesses the attributes of Narrative play. That's how I see it. So, sure there's LOGIC of some sort that drives all play, that logic is just another name for "there's an agenda." but the question is how they differ, not how they are the same.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8659963, member: 82106"] Well, so, in the case of say a High Concept Simulation, the internal logic is coming from some attribute of the world, it is INTERNAL to the game world, but not internal to the character. Professor X is not attacked by Silver Surfer because he wants something, he's attacked by Silver Surfer because <genre trope here>. Nor is this generally arranged by the player (it could be, but it isn't necessary). Likewise gamist concerns arise outside of the game world entirely. Narrativist ones however arise directly out of attributes of the character itself! I'd also say that, to the extent that some other conceit is instead leveraged, like say the knightly concept of honor in Prince Valiant, that this is likely to shade the game in the direction of HCS, but at the same time if its expression is internal to the PC and scenes are framed against it (IE you are tempted to do things that a knight of honor wouldn't do) it still possesses the attributes of Narrative play. That's how I see it. So, sure there's LOGIC of some sort that drives all play, that logic is just another name for "there's an agenda." but the question is how they differ, not how they are the same. [/QUOTE]
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