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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="overgeeked" data-source="post: 8669018" data-attributes="member: 86653"><p>The trouble you're running into the is very basis of the game is conversation. So everything is already handled via conversation between the referee and players. Occasionally dice are involved, too. Yes, conversation representing conversation feels more "natural" as you're using the game mechanic (conversation) that exactly mirrors the activity it represents (conversation). But for literally everything else, you're using the game mechanic (conversation) for something that is not actually that thing (everything that's not conversation). </p><p></p><p>It's one of those "water is wet" statements. Yes, conversation feels more like conversation than fighting feels like conversation. But that's entirely beside the point. </p><p></p><p>The point is: different people have different preferences. You want to maximize conversation and minimize dice. Great. Have at it. Others want to minimize conversation and maximize dice. That's not weird or wrong or bad...it's just not your preference. BTW, the preferences thing also applies to the way we think and what we find odd, weird, hard, or easy. Something that's easy for you to grok is impossible from someone else; something that's easy for them to grok is impossible for you.</p><p></p><p>I think turning an RPG into a small-circle community improv theater without dice is weird. You seem to think it's the only and best way to play. I think it's weird that people would even care about RAW and not run everything as rules light / near free-form as you possibly could to avoid the headache of RAW...and to others the mere thought of that is akin to blasphemy. Fair enough. To each their own.</p><p></p><p>Neither is wrong; neither is right. I think it's the main obstacle to having these conversations. Everyone is so convinced they're right and their way is the only right, just, and perfect way that they cannot fathom others have different preferences or styles.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8669018, member: 86653"] The trouble you're running into the is very basis of the game is conversation. So everything is already handled via conversation between the referee and players. Occasionally dice are involved, too. Yes, conversation representing conversation feels more "natural" as you're using the game mechanic (conversation) that exactly mirrors the activity it represents (conversation). But for literally everything else, you're using the game mechanic (conversation) for something that is not actually that thing (everything that's not conversation). It's one of those "water is wet" statements. Yes, conversation feels more like conversation than fighting feels like conversation. But that's entirely beside the point. The point is: different people have different preferences. You want to maximize conversation and minimize dice. Great. Have at it. Others want to minimize conversation and maximize dice. That's not weird or wrong or bad...it's just not your preference. BTW, the preferences thing also applies to the way we think and what we find odd, weird, hard, or easy. Something that's easy for you to grok is impossible from someone else; something that's easy for them to grok is impossible for you. I think turning an RPG into a small-circle community improv theater without dice is weird. You seem to think it's the only and best way to play. I think it's weird that people would even care about RAW and not run everything as rules light / near free-form as you possibly could to avoid the headache of RAW...and to others the mere thought of that is akin to blasphemy. Fair enough. To each their own. Neither is wrong; neither is right. I think it's the main obstacle to having these conversations. Everyone is so convinced they're right and their way is the only right, just, and perfect way that they cannot fathom others have different preferences or styles. [/QUOTE]
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