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General Tabletop Discussion
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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="pemerton" data-source="post: 8667618" data-attributes="member: 42582"><p>[USER=16586]@Campbell[/USER]'s point, as I understood it, is that when you decide "that's what my character would do" you typically have in mind some further constraint, along the lines of <em>the game has to go on</em> or <em>so-and-so can respond to that in such-and-such way</em>.</p><p></p><p>In real life, some stormings out are actually the end of things. But how often at RPG tables do people make decisions that are actually the ends of things?</p><p></p><p>Part of the point of non-consensual resolution systems, as I see them, is that they create more space for harder resolution by shifting responsibility for carrying the fiction elsewhere.</p><p></p><p>For instance, if you declare "My character storms out!" and I now have to decide how my character reacts, the pressure is on me not to do something that will bust up the game.</p><p></p><p>If you declare "My character storms out!" and then some resolution process is invoked, that sets parameters for how I respond and clearly allocates authority to some other game participant to say the next thing, that pressure is relieved.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8667618, member: 42582"] [USER=16586]@Campbell[/USER]'s point, as I understood it, is that when you decide "that's what my character would do" you typically have in mind some further constraint, along the lines of [i]the game has to go on[/i] or [i]so-and-so can respond to that in such-and-such way[/i]. In real life, some stormings out are actually the end of things. But how often at RPG tables do people make decisions that are actually the ends of things? Part of the point of non-consensual resolution systems, as I see them, is that they create more space for harder resolution by shifting responsibility for carrying the fiction elsewhere. For instance, if you declare "My character storms out!" and I now have to decide how my character reacts, the pressure is on me not to do something that will bust up the game. If you declare "My character storms out!" and then some resolution process is invoked, that sets parameters for how I respond and clearly allocates authority to some other game participant to say the next thing, that pressure is relieved. [/QUOTE]
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