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General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Manbearcat" data-source="post: 8668900" data-attributes="member: 6696971"><p>Gotcha.</p><p></p><p>Here is the thing though. It doesn’t have to be “one roll (to convince/diplomance or whatever).”</p><p></p><p>Take PBtA social conflict resolution. When you seduce/parley/persuade (etc) you need some kind of leverage or you need to exert force. Now you can do the latter, but you’re assuming the liability that comes with the threat of violence and you’re going to be held accountable for it. So not putting the looming escalation of violence on the table means that you’re engaging with the NPC in a protracted exchange to identify the NPC’s dramatic need (Instinct in PBtA parlance) for leverage. That will mean lots of conversation + moves triggered and made (Defying Danger, Reading a Person etc). The conversation can take lots of twists and turns as a result and the gamestate and situation (and possibly setting) will dynamically change as a result.</p><p></p><p>Same thing goes with Dogs in the Vineyard. Your dice put down as your Traits/Belongings/Relationships employed in the effort of “Just Talking” aren’t just those dice (and how you manage your dice pool with your subsequent See/Raise/Reverse the Blow etc) but also what you say. And they all plays out back and forth until the matter is settled and someone can’t go on (so they have to Fold or Escalate to Violence or Mortal…and assume that liability and be held accountable for it).</p><p></p><p>And there’s lots of other different but distantly kindred schemes.</p><p></p><p>That stuff “feels” like a vital, dynamic social exchange with things being said and attached moves being made and dice beig thrown and the gamestate responding until all matters are settled.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8668900, member: 6696971"] Gotcha. Here is the thing though. It doesn’t have to be “one roll (to convince/diplomance or whatever).” Take PBtA social conflict resolution. When you seduce/parley/persuade (etc) you need some kind of leverage or you need to exert force. Now you can do the latter, but you’re assuming the liability that comes with the threat of violence and you’re going to be held accountable for it. So not putting the looming escalation of violence on the table means that you’re engaging with the NPC in a protracted exchange to identify the NPC’s dramatic need (Instinct in PBtA parlance) for leverage. That will mean lots of conversation + moves triggered and made (Defying Danger, Reading a Person etc). The conversation can take lots of twists and turns as a result and the gamestate and situation (and possibly setting) will dynamically change as a result. Same thing goes with Dogs in the Vineyard. Your dice put down as your Traits/Belongings/Relationships employed in the effort of “Just Talking” aren’t just those dice (and how you manage your dice pool with your subsequent See/Raise/Reverse the Blow etc) but also what you say. And they all plays out back and forth until the matter is settled and someone can’t go on (so they have to Fold or Escalate to Violence or Mortal…and assume that liability and be held accountable for it). And there’s lots of other different but distantly kindred schemes. That stuff “feels” like a vital, dynamic social exchange with things being said and attached moves being made and dice beig thrown and the gamestate responding until all matters are settled. [/QUOTE]
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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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