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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Thomas Shey" data-source="post: 8668964" data-attributes="member: 7026617"><p>You can have mechanical elements without them being random; in the MUSH I was referring to you had some definitional material at least, and you could have at least a simple maneuver approach to unfold into a more complete fight sequence.</p><p></p><p>But there are also numerous issues that can come up, especially if you don't have both participants actually on the same page, even if they think they are. And it requires some degree of people being able to balance their interior character stuff with thinking about the world around them, the genre they're in, and what's reasonable. Bluntly, even people who can do that can't always do it consistently, and a lot more on one level or another kind of don't <em>want</em> to.</p><p></p><p>It also, as you reference later, helps if everyone understands what level of realism or dramatic functionality they're aiming at; you can otherwise get some dissonance where people are both honestly trying to get an output but they're not aiming for the same kind of output.</p><p></p><p>And people talk about games requiring trust, but this sort of thing requires it tenfold. Because you have very limited mechanics to catch you if you fall.</p><p></p><p></p><p></p><p></p><p>But that's it; people assume some experience with social interactions means they understand how to extend it. That's not a premise I think actually holds water. Other people obviously do, but the astonishment they have that people don't share that view is, well, a bit much.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8668964, member: 7026617"] You can have mechanical elements without them being random; in the MUSH I was referring to you had some definitional material at least, and you could have at least a simple maneuver approach to unfold into a more complete fight sequence. But there are also numerous issues that can come up, especially if you don't have both participants actually on the same page, even if they think they are. And it requires some degree of people being able to balance their interior character stuff with thinking about the world around them, the genre they're in, and what's reasonable. Bluntly, even people who can do that can't always do it consistently, and a lot more on one level or another kind of don't [I]want[/I] to. It also, as you reference later, helps if everyone understands what level of realism or dramatic functionality they're aiming at; you can otherwise get some dissonance where people are both honestly trying to get an output but they're not aiming for the same kind of output. And people talk about games requiring trust, but this sort of thing requires it tenfold. Because you have very limited mechanics to catch you if you fall. But that's it; people assume some experience with social interactions means they understand how to extend it. That's not a premise I think actually holds water. Other people obviously do, but the astonishment they have that people don't share that view is, well, a bit much. [/QUOTE]
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