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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: 8667371" data-attributes="member: 82106"><p>Right, this is all the age-old classic debate about player-focused play vs character-focused play (aka role-play vs roll-play in some circles). I agree with you, it is one possible consideration. When I come at the whole question more from a Narrativist (and specifically Story Now) type of perspective then we can STILL have this same debate (because there's no reason why the ideas related to staying in character or not go away in SN). So, TYPICALLY most of the SN games I'm really familiar with seem to operate on the basis of using mechanics to resolve everything, and using the same mechanics across the board, or at least reusing a couple of specific approaches in many situations. Some instead do create different 'phases' or 'modes of play' in which the rules differ somewhat. </p><p></p><p>Certainly I could see attempting to do SN like OD&D non-combat where there basically are not rules, but only 'markers' (alignment, ability scores, race, class) plus avowed character background. This could be extended to a more elaborate system of traits, though past a certain point it would probably shade into 'rule based adjudication' again. Will it work? I'm not sure, gotta think about that one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8667371, member: 82106"] Right, this is all the age-old classic debate about player-focused play vs character-focused play (aka role-play vs roll-play in some circles). I agree with you, it is one possible consideration. When I come at the whole question more from a Narrativist (and specifically Story Now) type of perspective then we can STILL have this same debate (because there's no reason why the ideas related to staying in character or not go away in SN). So, TYPICALLY most of the SN games I'm really familiar with seem to operate on the basis of using mechanics to resolve everything, and using the same mechanics across the board, or at least reusing a couple of specific approaches in many situations. Some instead do create different 'phases' or 'modes of play' in which the rules differ somewhat. Certainly I could see attempting to do SN like OD&D non-combat where there basically are not rules, but only 'markers' (alignment, ability scores, race, class) plus avowed character background. This could be extended to a more elaborate system of traits, though past a certain point it would probably shade into 'rule based adjudication' again. Will it work? I'm not sure, gotta think about that one ;) [/QUOTE]
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