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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Bedrockgames" data-source="post: 8669129" data-attributes="member: 85555"><p>I do kind of tie back to this in my second paragraph. I think I agree with the last part of your post: the bigger the differences in size, skill, experience, and athleticism, the less random (or at least the more predictable) the outcome. If I walk into a ring and mike Tyson walks into a ring. A quick visual comparison of us will pretty much tell you I won't be the person walking out of the ring. And like I said in my second paragraph, when people get familiar with one another in sparring, the outcome is more predictable. But there are still things like a punchers chance, and chaos that is just a little harder to track I think than you have in a conversation (not that conversations can't be chaotic but fighting is an explosive, physical contest, whereas social interactions are more of an exchange of ideas, opinions, points and emotions). And I don't think this so much about what fighting is versus what social interaction is, I was just trying to address why it might be that there is this frequent sense that "you can do social interaction without mechanics, but you have to do combat with them". I think a lot of that comes down to what we perceive combat to be. </p><p></p><p>But like I said elsewhere, I think it has a lot more to do with we want combat to unrpedictable and exciting in a game, and we, or at least many of us, want social interaction to be more like dialogue and behavior we have full control over. And the other side of this is modeling that control you have over dialogue and behavior, in combat, seems rather difficult (because the modeling we are talking about is pretty 1:1). For whatever reason people seem more comfortable with letting the GM decide how Emperor Fabio responds to you throwing a burrito in his face, than letting the GM decide if the burrito lands in his face. Maybe we feel a sense of randomness when we throw a burrito at someone that we don't feel when we decide how to respond to having a burrito thrown at us. I don't know</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8669129, member: 85555"] I do kind of tie back to this in my second paragraph. I think I agree with the last part of your post: the bigger the differences in size, skill, experience, and athleticism, the less random (or at least the more predictable) the outcome. If I walk into a ring and mike Tyson walks into a ring. A quick visual comparison of us will pretty much tell you I won't be the person walking out of the ring. And like I said in my second paragraph, when people get familiar with one another in sparring, the outcome is more predictable. But there are still things like a punchers chance, and chaos that is just a little harder to track I think than you have in a conversation (not that conversations can't be chaotic but fighting is an explosive, physical contest, whereas social interactions are more of an exchange of ideas, opinions, points and emotions). And I don't think this so much about what fighting is versus what social interaction is, I was just trying to address why it might be that there is this frequent sense that "you can do social interaction without mechanics, but you have to do combat with them". I think a lot of that comes down to what we perceive combat to be. But like I said elsewhere, I think it has a lot more to do with we want combat to unrpedictable and exciting in a game, and we, or at least many of us, want social interaction to be more like dialogue and behavior we have full control over. And the other side of this is modeling that control you have over dialogue and behavior, in combat, seems rather difficult (because the modeling we are talking about is pretty 1:1). For whatever reason people seem more comfortable with letting the GM decide how Emperor Fabio responds to you throwing a burrito in his face, than letting the GM decide if the burrito lands in his face. Maybe we feel a sense of randomness when we throw a burrito at someone that we don't feel when we decide how to respond to having a burrito thrown at us. I don't know [/QUOTE]
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