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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8669453" data-attributes="member: 82106"><p>No, if I knew how my character would react to any given situation, why play it? I literally want to Play to Find Out! My character is like an uncharted country. Honestly this is a bit like how I conceive exploring my own character and mind in the real world!</p><p></p><p>But see, FOR ME, that is the point of saying at various points that sitting at a table acting is not much like actually being in high stakes situations. It doesn't feel like one, not at all. I draw this conclusion from the (admittedly few) actual high stakes situations I've found myself in. I agree, if my goal was to actually feel very much like I was dealing with a life-and-death social situation, then RPGs don't really do that for me. They can give a taste, and allow a lot of fun imagining, but I don't think we (at least I) get too close to the genuine feelings. I mean, maybe I'm a cold bastard, or maybe I have a poor appreciation of my own feelings. Its hard to say!</p><p></p><p>I'd turn it back the other way and consider combat. Who decides, and how, that combat is going to be initiated? Obviously it isn't NECESSARILY constrained to the same sort of process as its resolution. It could be a simple decision of some of the players or GM, or a result of a toss of the dice, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8669453, member: 82106"] No, if I knew how my character would react to any given situation, why play it? I literally want to Play to Find Out! My character is like an uncharted country. Honestly this is a bit like how I conceive exploring my own character and mind in the real world! But see, FOR ME, that is the point of saying at various points that sitting at a table acting is not much like actually being in high stakes situations. It doesn't feel like one, not at all. I draw this conclusion from the (admittedly few) actual high stakes situations I've found myself in. I agree, if my goal was to actually feel very much like I was dealing with a life-and-death social situation, then RPGs don't really do that for me. They can give a taste, and allow a lot of fun imagining, but I don't think we (at least I) get too close to the genuine feelings. I mean, maybe I'm a cold bastard, or maybe I have a poor appreciation of my own feelings. Its hard to say! I'd turn it back the other way and consider combat. Who decides, and how, that combat is going to be initiated? Obviously it isn't NECESSARILY constrained to the same sort of process as its resolution. It could be a simple decision of some of the players or GM, or a result of a toss of the dice, etc. [/QUOTE]
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