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General Tabletop Discussion
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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Campbell" data-source="post: 8669980" data-attributes="member: 16586"><p>So obviously the language we use to describe a particular phenomenon or experience is important. A big issue in our discussions is universalizing both experiences and preferences.</p><p></p><p>When people say things like <em><strong>the </strong>point of roleplaying games is to feel like you are there in the moment</em> and <em>you do not understand what people value about roleplaying games</em> that's universalizing preferences.</p><p></p><p>When people say things like <em>social mechanics are not needed or detract from the experience of feeling like you are there in the moment </em>you are universalizing your experiences, often without acknowledging the full breadth of how different social mechanics work. A lot of the language used seems to be shaming people who find value in these things to help them feel like their character in the moment. Of course no one needs anything. We can all roleplay with no rules whatsoever. However there is no shame in using whatever tools you have available that help you get to where you need to be. This is hard stuff, no matter how you do it. We'll probably all fall short, but there is a lot of value in grasping regardless of how we go about it.</p><p></p><p>Some of this probably comes down to different standards, different sorts of social interactions and how integral social stuff is to the play experience. In both more traditional games and Story Now fare the vast majority of my play experience involves what 5e would call the social pillar. Like 90%+. It also focuses on relationships and deeply personal stuff more often than not. In roughly 6 months of weekly Deadlands play we have not gone on one traditional adventure. We have had maybe 6 violent altercations and used the full combat system 3-4 times. Tons of tense social scenes though.</p><p></p><p>For my needs I don't just need social scenes to work well when we're all fresh, engaged and on our A games. I need this stuff to still work when we are on the tailwind of a 4-5 hour session where we have been doing social scenes like for 3+ hours. Every session.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8669980, member: 16586"] So obviously the language we use to describe a particular phenomenon or experience is important. A big issue in our discussions is universalizing both experiences and preferences. When people say things like [I][B]the [/B]point of roleplaying games is to feel like you are there in the moment[/I] and [I]you do not understand what people value about roleplaying games[/I] that's universalizing preferences. When people say things like [I]social mechanics are not needed or detract from the experience of feeling like you are there in the moment [/I]you are universalizing your experiences, often without acknowledging the full breadth of how different social mechanics work. A lot of the language used seems to be shaming people who find value in these things to help them feel like their character in the moment. Of course no one needs anything. We can all roleplay with no rules whatsoever. However there is no shame in using whatever tools you have available that help you get to where you need to be. This is hard stuff, no matter how you do it. We'll probably all fall short, but there is a lot of value in grasping regardless of how we go about it. Some of this probably comes down to different standards, different sorts of social interactions and how integral social stuff is to the play experience. In both more traditional games and Story Now fare the vast majority of my play experience involves what 5e would call the social pillar. Like 90%+. It also focuses on relationships and deeply personal stuff more often than not. In roughly 6 months of weekly Deadlands play we have not gone on one traditional adventure. We have had maybe 6 violent altercations and used the full combat system 3-4 times. Tons of tense social scenes though. For my needs I don't just need social scenes to work well when we're all fresh, engaged and on our A games. I need this stuff to still work when we are on the tailwind of a 4-5 hour session where we have been doing social scenes like for 3+ hours. Every session. [/QUOTE]
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