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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Lanefan" data-source="post: 8666544" data-attributes="member: 29398"><p>I disagree with the last bit here. The game doesn't fall apart when things move into purely RPed social stuff, it more just gets out of the way - like it should.</p><p></p><p>Which makes sense if one sees the mechanics mostly as being means to abstract that (mostly physical action stuff) which almost universally cannot be replicated at the table, leaving things which <em>can</em> be (at least vaguely) replicated at the table for the players and-or GM to do with as they can/will.</p><p></p><p>If the focus of the rules agrees with the intended outcome then that's coherence, isn't it?</p><p></p><p>Whether it's a coherence one likes or not is an entirely different question.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8666544, member: 29398"] I disagree with the last bit here. The game doesn't fall apart when things move into purely RPed social stuff, it more just gets out of the way - like it should. Which makes sense if one sees the mechanics mostly as being means to abstract that (mostly physical action stuff) which almost universally cannot be replicated at the table, leaving things which [I]can[/I] be (at least vaguely) replicated at the table for the players and-or GM to do with as they can/will. If the focus of the rules agrees with the intended outcome then that's coherence, isn't it? Whether it's a coherence one likes or not is an entirely different question. [/QUOTE]
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