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*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8669442" data-attributes="member: 82106"><p>Yeah, TB2 has conditions like 'Angry' and 'Afraid', and TBH they are just mechanics. I don't even see where they ESPECIALLY relate very well to the fiction. That is, they COULD, the GM certainly can dish them out only in a way that matches the fiction, and [USER=6696971]@Manbearcat[/USER] does in our game to a degree, but 'Afraid' for instance is a fairly light condition and so it comes up pretty often. Most of the time I think it is kind of loosely tied to fiction, at most. Especially since being angry seems a bit transitory, but given how the mechanics work in TB2 it will usually persist until you camp, at the very least. I kind of take the names with a grain of salt. IMHO this is always a likely outcome with condition mechanics in games, whether mental or physical, they end up kind of just standing in for "whatever might plausibly create a mechanical effect similar to what you're experiencing." 4e tended to use them that way too, but it was also careful to give them pretty generic names, like 'dazed', and then limit them to a specific short timeframe too.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8669442, member: 82106"] Yeah, TB2 has conditions like 'Angry' and 'Afraid', and TBH they are just mechanics. I don't even see where they ESPECIALLY relate very well to the fiction. That is, they COULD, the GM certainly can dish them out only in a way that matches the fiction, and [USER=6696971]@Manbearcat[/USER] does in our game to a degree, but 'Afraid' for instance is a fairly light condition and so it comes up pretty often. Most of the time I think it is kind of loosely tied to fiction, at most. Especially since being angry seems a bit transitory, but given how the mechanics work in TB2 it will usually persist until you camp, at the very least. I kind of take the names with a grain of salt. IMHO this is always a likely outcome with condition mechanics in games, whether mental or physical, they end up kind of just standing in for "whatever might plausibly create a mechanical effect similar to what you're experiencing." 4e tended to use them that way too, but it was also careful to give them pretty generic names, like 'dazed', and then limit them to a specific short timeframe too. [/QUOTE]
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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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