The Forge Reference Project

 

Topic: Beware the academic jabberwocky!
Started by: Tomas HVM
Started on: 4/9/2004
Board: RPG Theory


On 4/9/2004 at 11:47pm, Tomas HVM wrote:
Beware the academic jabberwocky!

Seth L. Blumberg wrote on the style of communication at the Forge in the "Railroading"-thread. I've commented on the use of terms here before, and did so again in that thread. This is a thread on communication and terminology.

Seth L. Blumberg wrote: Because the style of communication here at the Forge is influenced by the Western European academic tradition as represented by Ron Edwards, Forgers do that too. It sometimes seems strange to outsiders, but it's how we do things, and it's proven useful to us, too (albeit not over the course of centuries).
Hi Seth! I appreciate your effort in explaining this to me. However; I do know the academic traditions of Europe, and I believe to be aware of some of their limitations.

One reason for my seemingly obstinate insistence on the importance of terms, and the importance of always relating roleplaying terms to "leymen", is the special nature of roleplaying games. The amateur player is the very basis of this form, and as such new ideas on roleplaying games should (as far as possible) be presented in a way most players will understand.

I believe forgerites should look upon themselves as important members of the roleplaying community, with a special (not sole) responsibility for the development of this artform, including the development of practical terms. Critical analysis of terms, their common use, and their effect on play, is one way of doing this. To continually do so may seem tedious to most of you, but this work is of great importance.

I have great respect for the effort behind this forum, and it's members, but in this issue the Forge is adapting a set of academic attitudes not suitable for the very special and current needs of roleplaying games. The development of a strong "theoretical terminology" (removed from actual play, and from the language of actual players) is not a boon to roleplaying games. The thinking on roleplaying games is in it's infancy. Due to this infancy, this lack of broad experience with the form in action, an academic treatment of it is premature. It is premature in particular if you consider the lack of practical terms for game designers. Most designers of new games has to invent their own methodic tools, and they are left to grope for themselves in search of words to express their experiences.

It is not positive for roleplaying games as a form, that the forgerites develop a set of terms far removed from ordinary players, and lacking in viability for game designers. The Forge is on it's way to becoming a secluded elite, developing ways of speaking of their ideas which demand a degree in "forgespeak" to be understood. The language adopted here, is "academic" in the bad sense of the word. It is not very accurate. Is is not very practical. A lot of the terms developed here is not very beneficial to the understanding of roleplaying games.

The appliance of "academic language" on the Forge, is instrumental in creating a artificial division between theorists and "leymen". Such a division is contrary to a constructive development of roleplaying games, especially when considering that the amateur player is the basis of the game. He has to be in focus at every level, and any misconception of his has to be addressed at a deepest possible level, through the active and continuous work on a practical language of roleplaying games.

So; I do hold this forum to be one of great promise. That is the reason I insist on taking a debate on this issue. If you miss any examples of academic language, please try to think of them by yourself, or be on your guard for them.

Please try to take the debate in a constructive manner. Thank you!

Message 10714#113695

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/9/2004




On 4/10/2004 at 12:22am, lumpley wrote:
RE: Beware the academic jabberwocky!

There is no accessible language for roleplaying theory. The terms familiar to roleplayers at large are gibberish. Sensitivity to them hobbles discussion.

I don't consider the theory language here to be for most roleplayers. It's for designers - particularly, it's for us, here, us Forgerites, to communicate efficiently with one another. We've worked it out from scratch and adoption because we've had to figure out how to be understood by our colleagues. There aren't any academic standards here, premature or otherwise, just a bunch of words that've served pretty well so far.

And then - we DO present our ideas in a way most roleplayers will understand. In our games, when we publish 'em. What do you think we're doing here?

I'm sorry to be harsh. But seriously, to go back to talking about rules-light and rules-heavy and immersive and Roleplaying vs Rollplaying, or whatever language actual players use, would suck suck suck.

I'm sensitive to the plight of the newcomer. I was one once too. But the solution is to help newcomers get up to speed, insofar as they're willing to work at it too, not to dumb the place down.

-Vincent

Message 10714#113699

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 2:25am, Kester Pelagius wrote:
Re: Beware the academic jabberwocky!

Greetings Tomas,

I've not posted here in ages, so take my comments with a grain of salt.

Tomas HVM wrote: It is not positive for roleplaying games as a form, that the forgerites develop a set of terms far removed from ordinary players, and lacking in viability for game designers. The Forge is on it's way to becoming a secluded elite, developing ways of speaking of their ideas which demand a degree in "forgespeak" to be understood. The language adopted here, is "academic" in the bad sense of the word. It is not very accurate. Is is not very practical. A lot of the terms developed here is not very beneficial to the understanding of roleplaying games.


While there is truth to what you say above note that "truths" are not always necessarily hard facts.

For instance if you are a witness to a crime, and say that the get away car was red with a blue door, but a person on the other side of the street says it was a blue car with a red door, who has the truth of it?

As an observer our "truth" is relative. Both observers could be right yet so, too, could both observers be wrong.

So what's the underlying fact in the above example?

That a crime was comitted and the criminal drove away in a car. If you get hung up on arguing about what that car looked like, rather than the direction it went off in, then what good are your observations as a witness to the police?


Tomas HVM wrote: The appliance of "academic language" on the Forge, is instrumental in creating a artificial division between theorists and "leymen". Such a division is contrary to a constructive development of roleplaying games, especially when considering that the amateur player is the basis of the game.


Ask yourself what it is you expect of GNS, write the answer down. Then ask the regulars here what it is that GNS is about. If the answers don't mesh then GNS may not be for you.

There are alternatives.

If all you want is a quick way to create an RPG, without worrying about a lot of terms, there are other choices. I think most here might suggest something like Fudge. If that's too much to read then there is my own Any Book RPS, which I don't think is more than 13-pages.

For that matter I think an even shorter version of that is posted in these forums some where. Probably turn up in a search for it.


Kind Regards,

Kester Pelagius


edited to correct obvious error

Message 10714#113715

Previous & subsequent topics...
...started by Kester Pelagius
...in which Kester Pelagius participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 5:50am, M. J. Young wrote:
RE: Beware the academic jabberwocky!

Bravo, Vincent.

Tomas, I write regular columns elsewhere. Sometimes I include current "jargon" as a way to describe things I think will be useful to my readers--I recently did an exposition of credibility, authority, the shared imaginary space, and the place of rules, which my readers found incredibly valuable. I did it by explaining how these words were being used and what they revealed about how we play. However, the bulk of my articles don't use such terms. The present ideas about games on the level of most of my readers. Those readers are in the main your amateur role players.

Vincent creates great games. He's one of many who do so. Legends of Alyria is coming out soon, and it's a fabulous new narrativist fantasy game--but I don't remember there being any jargon in the text.

We often refer to a narrativist player or a gamist game; we all know that this is shorthand for, respectively, a player who tends to make narrativist choices and a rules set which tends to encourage gamist play. It's an awful lot easier to say the former than the latter. It's also a lot easier to mention the Lumpley principle than to state it every time we need to reference it--just as physicists will refer to Newton's Third Law or Ohm's Law or Boyle's Law by name rather than writing out the entire concept every time. Sure, if you're writing a physics textbook, you either include the concept before you use it or you indicate that it is not a beginning text book.

If you come to the Forge, it is assumed that you are interested in game design, and willing to put in the effort to design good games. I know that you are. It is also assumed that you're willing to communicate about how to design those games with others who are involved in game design--and apparently that is also true of you as well. Why, then, should this enclave for professional game designers dumb down the vocabulary in its discussions so that amateurs can understand what we're saying and it takes the rest of us three times as long to read, or write, anything worth contributing?

Forge theory is intended to assist game designers in understanding the task and the options. It's not expected to be spread to all players everywhere, except to the degree that the concepts, in whatever language best communicates them to the target audience, will improve game play of specific games.

--M. J. Young

Message 10714#113750

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 8:52am, Eero Tuovinen wrote:
RE: Beware the academic jabberwocky!

As a foil for Tomas' opinion, I'll lay down my own: there is IMO no relevance at all to worrying about how layman should understand my jargon. I'm simply not interested.

I play with all kinds of people in Helsinki. My games have attracted academical people, as well as borderline autistics. I can assure you that we can play quite nicely without any Forge terminology at all. It's not needed for play.

When and if my fellow hobbyists wish to discuss theory we start with whatever natural words my good fellow might bring on - I speak Finnish, they speak Finnish, we have no problems at all. If it should be that the words are not enough for the matter at hand I introduce some special termonology - Robin's Laws, Turku school, Meilahti school, GNS, whatever is needed at the time. If someone wants to speak theory he presumably has plenty of intelligence to learn some new words and concepts, and use them or lose them if they wish.

The point is, however, not that this is natural ('though this should be noted); rather more important is that in every case I speak with actual, real roleplayers the terminology they use is different. One player likes to speak about plot, another about freedom. Third is all about gratification and fun, while fourth intends immersion. There is no "commonly used" terminology of roleplaying as far as I see. Many actual roleplayers aren't that interested in reading even rulebooks, not to talk about learning any special terminology. It's a losing proposition to try to ground Forge terminology in a way that would make it simpler to understand - the only way is to let it disseminate and be patient.

Forge terminology is quite sufficient and sensible to me. I understand what 'illusionism' is, wasn't even hard. And I have to say that the word has been as simple to understand for all my fellows who should hear it, whether they have heard of railroading or not. The same holds true for other terms, as most of them are simply new words and new concepts.

About the only exception are the names of the Agendas. It's nigh impossible to count the number of people who have utterly misunderstood the theory simply because they recognize the words game, simulation and narrative, and think through them instead of taking in the definitions. I'm somewhat of an intellectual elitist, however, so I don't think it'd be worth the hassle to institute any alternative names. If one wanted to, though, it'd be a simple matter to go through the essays and replace all mentions of agendas with A, B and C. This'd probably kill quite much misunderstanding with one stone. The beauty of the resolution is that nothing forces us to use these alternative names...

Anyway; I agree with the main argument of the centrality of laymen to roleplaying, but don't see that as a reason for theory being routed through them. What we're seeing in Forge is largely special tools, not something for people who just want to have fun. If this theory were truly something common roleplayers needed to know, I'm sure it'd have started to pop up in rulebooks long before now.

I have however a degree of sympathy for Tomas' views, for it's true that some theoretical concepts are well worth the understanding for the common player. When this is the case, however, I don't see how one set of terminology should be better than another for expressing the case.

If you would, Tomas, give us an example. What kind of termonology you would prefer, so that we should be easily understandable to our peers? Translate for us concepts like illusionism/participationism, the agendas, high/low points of contact, the stances, karma, drama, fortune, Exploration, Ephemera and such. And do it in a way that actually makes understanding easier for the newbie, all the while keeping the theoretical meaning intact. If you have concrete ideas, I'm sure they'll be listened to.

I for one deem modern understanding about the relativity of language one of our most powerful tools of thinking. We are not bound to existing words or concepts like many of our forefathers were, but to the contrary are ready to invent new synthetic terminology with defined meaning. This is a great boon to exact thinking and ensures that we avoid a multitude of misunderstandings. Take "railroading". The word became useful for me exactly at the moment when it was defined as "unacceptable illusionism". Before that it was only a high ideal of certain kind of play, hard to classify or understand. I for one have rarely had any real trouble with railroading, so it's simply not relevant for me without a good definition.

Message 10714#113754

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 8:53am, Tomas HVM wrote:
RE: Beware the academic jabberwocky!

You have stated good points, as expected, to my little provocative rant. I am of course not doing this for the pleasure of provocation, but I admit to formulate the initial text in a somewhat piqued manner, in order to provoce the debate. I will refrain myself to answering one material point, made by M.J.Young.

M. J. Young wrote: Why, then, should this enclave for professional game designers dumb down the vocabulary in its discussions so that amateurs can understand what we're saying and it takes the rest of us three times as long to read, or write, anything worth contributing?
I am not proposing for anyone to "dumb down". I am proposing for you all to use your creative, intellectual and argumentative power to sharpen up the common language of roleplaying games. I also propose for you all to use these powers to create new terms of a higher standard than the present set. The terms invented at the Forge, certainly have some merit of use, but they are not met with sufficient critical treatment to be really superb. As a consequence many of these terms are both unclear and impractical. Moreover; the gamers inventing terms at the Forge, is by far too occupied with melting their terms into "forgespeak", doing themselves a disservice by accepting a relatively restrictive framework for discussion of a creative process too complicated for one such set of terms to effectively express it.

I expect forgerites could do far better in this respect.

M. J. Young wrote: Forge theory is intended to assist game designers in understanding the task and the options.
And as such, it should be an aim for forgerites to develop terms directly viable by game designers. The question of how you communicate your insights to players, as a game designer, is one angle I expect to colour much more of the discussions here. The communication of the game vision, it's tools and it's options, to the players, is a challenge to any gamesmith. It may be considered the great challenge of game design. So I expect forgerites to focus a lot more of their efforts in making several sets of clear terms, and to relate these to players.

Players! Players! Players! If you don't care to discuss how players understand roleplaying games, how their misconceptions may restrain their gaming, and how common misconceptions may be reformed, you are not up the challenge of developing roleplaying games toward it's true potential, as the narrative art of ordinary people.

I do know that my comments could be said to be unfair, as the forgerites certainly do their best to investigate and understand roleplaying games, and none of them may be hold responsible for the general level of debate. The point is; I expect more of them.

I expect forgerites to put more effort into the terms they invent and discuss (or "dissect"), to maintain critical vigilance towards the viability and limitations of definitions, and to behave with more critical responsibility on the general subject of language. I expect forgerites to apply more of their intellectual properties on terms, language and definitions, securing a continual and far more dynamic development.

That's me then; being a writer and lecturer and storyteller and all...

Message 10714#113755

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 10:33am, Bankuei wrote:
RE: Beware the academic jabberwocky!

Hi Tomas,

I'm absolutely for simplicity in communication.

That said, the only responsibility anyone has, ever, in clarity of communication is making sure that the ideas discussed are clear to the intended audience.

If you feel that the ideas presented are not clear enough, the best thing to do is to start working on ways of representing them in a fashion that has more clarity.

Chris

Message 10714#113761

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 10:56am, Tomas HVM wrote:
RE: Beware the academic jabberwocky!

Hi Chris; I do work on presenting them (my ideas, at least) in more clarity. It's slow progress though.

Eero: I'll have to come back to you. It's sunny here in Oslo, and my footballers are awaiting my insightful quest for the leather ball.

Message 10714#113762

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 3:54pm, Shreyas Sampat wrote:
RE: Beware the academic jabberwocky!

Hi, Tomas.
I have three challenges for you.

You state that you "[formulated] the initial text in a somewhat piqued manner in order to provoce[sic] the debate." Do you feel that posting in a deliberately inflammatory manner is appropriate behavior at this forum, or for that manner any forum at all? I do not, and I request that in the future you formulate your posts in order to express a point, rather than manipulate the responses with an adversarial tone.

You repeat and repeat and repeat that the terminology that has come into use here is unclear and impractical; I fail to see how this is the case, and I would like to know exactly what grounds you have for claiming such a thing.

Finally, my third challenge to you is that I would like you to develop and present a terminology that you feel would better serve the goals that you profess, rather than simply complaining about what is existing and in use. I would not complain about the colour of the sky unless I could change it, which I simply cannot do. It seems to me like you are asking that the colour of the sky be changed.

Message 10714#113775

Previous & subsequent topics...
...started by Shreyas Sampat
...in which Shreyas Sampat participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 4:41pm, clehrich wrote:
RE: Beware the academic jabberwocky!

Just a couple points here from the academic peanut gallery.

First of all, let's just stop this business about what is and is not an academic use of terminology or jargon. That's a meaningless discussion, and goes nowhere. Eventually, that's just going to lead to "We're academic, so that's good" and "We're not academic jargon-users, so that's good," and so on. Pointless. Forge discourse is not particularly akin to any academic discourse I know of, but so what? Does that make it better or worse? Neither. It's a meaningless comparison unless it's clear why we're making it, and I haven't seen anyone formulate that clearly, and I don't see the point in doing so either. So let's just stop with this "academic" business.

Second, the use of precise terminology has nothing whatever to do with accessibility. The more precise one's terms, the steeper the learning curve. That's axiomatic. And we can't use words "for what they really mean" or anything of the kind, because there aren't any words in ordinary language that mean exactly what we need them to mean for a specifically RPG purpose. So we can coin new terms, or we can add by analogy or extension to old terms. What's the difference? Either way, you end up with specialized usage, with "terms of art." That's going to happen necessarily. Anyone ever noticed that "RPG" is specialized usage? What makes that "the right term"? The fact that lots of people use it, that's what. Of course there are more and less felicitous terms, but unless someone has beautiful terms to suggest that exactly replace current terms, and furthermore gets significant approval that yes, these are better terms, I don't see the point in arguing about terms -- only definitions.

Remember, these terms do not point to things; they point to intellectual and formal categories. "Narrativism" does not exist in a strong sense; behaviors and so forth exist that we may choose to classify as narrativism. But there is no "right" term for this "thing" -- there isn't a thing there, and there isn't an absolute necessity for there even to be a term to classify in this fashion, but now that we have the category we need some term, and "narrativism" is the one we've currently got.

Tomas, you have a habit of using your own terminology that is parallel to but different from others'. It seems to me that this puts you in a particularly weak position to criticize what has become established terminology within the Forge. Why "forgerite"? Why insist upon "gamesmith"? And so on. Do these words have special meanings for you? If so, why are they preferable to other terms more commonly used here, such as "game designer"? I can't see that we can come to terms on terms, if you will, without you showing your hand; as it stands, we have to guess what you're thinking about your special terms, while you stand back and snipe at ours.

To what terms, exactly, do you object? Why, exactly? Which would you prefer? Why, exactly? Bearing in mind that as soon as we adopt a new term to replace an old one, we have just radically limited the range of people who will understand the discourse, why would changing terms now be a good thing? All this burden rests with you, the one who wants to uproot terms.

I am proposing for you all to use your creative, intellectual and argumentative power to sharpen up the common language of roleplaying games. I also propose for you all to use these powers to create new terms of a higher standard than the present set.
On the contrary, Tomas, you are proposing that we confuse matters. We like these terms; why should we change them? The burden rests with you: you must prove to us that we should change our terms, and furthermore you need to demonstrate to us that something is gained by new terms, terms which, probably, you would have to propose. Until you do so, there is nothing here to which to respond. We needn't defend terms; you must prosecute an attack.

Message 10714#113781

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 6:56pm, John Kim wrote:
RE: Beware the academic jabberwocky!

OK, Tomas' critique doesn't seem terribly coherent to me, but I think he brings up a good topic. First of all, let's be clear about how terminology works currently at the Forge. As far as I see, there is no official Forge FAQ. There are various terms which develop in discussion, which are coined variously. However, the closest way that there is to becoming "official" is for a term to be defined in Ron's essays. But there are terms which do not appear in the essays, like "Beeeg Horseshoe" and others.

The weak link, as I see it, is that those essays are at once expressions of Ron's personal grand unified theory -- but simultaneously serve as the closest thing to an official glossary for the discussion group. I would say that these should be two separate functions. In particular, I think that a glossary for the discussion group should reflect multiple, possibly-contradictory theories about RPGs; and possibly conflicting usage of terms. The Forge has many diverse viewpoints, and I think that any "official" glossary should reflect multiple points of view.

The question is whether such a FAQ is a good idea. If so, how should it be organized? Someone would have to volunteer to maintain it, of course, but perhaps there should be a voting procedure to determine whether changes should happen to it. I'd be willing to give it a shot -- although I'm perhaps non-ideal since I've only been around for one year.

Message 10714#113812

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 7:03pm, clehrich wrote:
RE: Beware the academic jabberwocky!

John,

I think a lot of your concerns should be resolved by the Glossary that's I believe undergoing final revisions as we speak. As I've said over on the Site Discussion forum, once that is available there should be further discussion about making the Forge more newcomer-friendly, as well as putting together a really good FAQ.

My hope is that Ron will consent to write the FAQ, once the Glossary is done, and will take suggestions for this.

But you make a good point about the division of GNS terminology from other Forge terminology. I don't think there's any way to do this rigidly, given that the Big Model tends to absorb terms as they become useful, but I would like to see somewhat less use of GNS terms in the RPG Theory forum for example. At the same time, some of those GNS terms are very useful even isolated from their home framework. Seems to me that an important project has still to be done in clarifying which terms are fully embedded in GNS presuppositions and which can stand on their own as simply useful designations for categories and concepts. Of course, there's no ultimate way to cut these apart, leading to all sorts of genealogical fun a la Nietzsche, but the effort is worth it nonetheless.

Still, I think a lot of this has to wait on the Glossary and the ensuing discussions.

Message 10714#113814

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 7:47pm, Tomas HVM wrote:
RE: Beware the academic jabberwocky!

Shreyas Sampat wrote: I have three challenges for you.
Accepted!

Shreyas Sampat wrote: Do you feel that posting in a deliberately inflammatory manner is appropriate behavior at this forum, or for that manner any forum at all?
"Inflammatory" is your word for it. I've used sharp language, but nothing for you to go up in flames over, and I have stated my true meaning.

Shreyas Sampat wrote: You repeat and repeat and repeat that the terminology that has come into use here is unclear and impractical; I fail to see how this is the case, and I would like to know exactly what grounds you have for claiming such a thing.
Some of it is, yes. I have many examples, but will quote this term only:

"Illusionist techniques"
- it is meant to be techniques used to limit or direct the players choice. The "illusion" of it is hard to see, other than in relation to the way nervous game masters practise railroading, by making their players believe in the illusion of their choices influencing the drama. This is no sound basis for such a term. I'd rather see the attitudes towards railroading change, following a new understanding of what "railroading" is all about. The term "railroading" is much better, in my view, both in relation to the issue at hand, in relation to what constitutes effective language (concrete terms serve us far better than the academic "latin"), and in relation to the effect on common attitude towards these techniques. The negative connotations of the "railroading" term, is but a symptom of a negative attitude that have been allowed to develop, contrary to the evident effectiveness and benign effect of the tools in question. These connotations may best be worked upon by installing the term "railroading" with it's proper positive content.

I find it very probable that if left as is, the negative use of "railroading" will stand in the way of a sound exploitation of the proper railroading tools. It certainly is a problem for many of todays game masters, them ducking themselves each time some player accuse them of railroading, due to some perfectly acceptable tool used by the GM, but vaguely reminding the player of some negative experience he once had (or some heated discussion on the topic, serving to fix a deep resentment in him towards the whole concept). I have no such problems myself, being both autoritative and confident in my GMing, but I know scores of GMS who is battered into submission by this "dogmatic" attitude; their GM-technique suffering for it, their gameplay struggling, and their players loosing out on lots of serious fun.

This is some of my concerns relating to roleplaying terms, presented through the arguments pertaining to this specific term. I fully understand that not everyone shares my concern, or even cares about such a sentiment. However; I'm completely in earnest when stating it, and I would find it very sound if some forgerites (perhaps) were to sharpen their critical thinking upon forgespeak, trying harder to forge it with terms used by other gamers, when possible.

Shreyas Sampat wrote: Finally, my third challenge to you is that I would like you to develop and present a terminology that you feel would better serve the goals that you profess, rather than simply complaining about what is existing and in use.
It is difficult for me to show how my thinking on and design of roleplaying games, is full of practical and clarifying terms, without presenting some theoretical framework of my own. It should not be a requisite to do so, in order to criticise current practice.

However; I am indeed in the process of making my own body of work on roleplaying games, their basics and principles, and several set of terms to clarify thinking on them. I've been doing it for the last half year, but progress is slow (my energy goes mainly into a new roleplaying game of mine, a new module for another RPG, and a fantasy novel). I look forward to be able to produce my work for you, thus answering your third challenge :)

Shreyas Sampat (is that your real name?); I post this in the hope that you will be satisfied, your challenges being met.

Message 10714#113823

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/10/2004 at 9:36pm, Walt Freitag wrote:
RE: Beware the academic jabberwocky!

Tomas,

The term you're looking for (that is, the term whose meaning you are trying to approximate by redefining "railroading") is GM Force or sometimes simply Force (since apart from Star Wars games, it's the only kind of Force we talk about here).

In some old discussion threads, the term GM Oomph was also used. A search on "oomph" should turn up some interesting threads from between one and two years ago.

Here's the whole panoply of related terms, as I currently understand them.

GM Authoring is the parent concept. What is being authored is the plot of the outcome of play, the broad outlines of the sequence of events that happen in the shared imagined space. "Authoring" means decision-making on the basis of making the outcome a more asethetically pleasing story, potentially overriding other decision-making concerns such as what players might want to happen, what game mechanics might suggest should happen, or what most plausibly follows from in-game causality. Not all games have outcomes that are GM authored; some have shared authorship between all participants, are authored by the players only, or are not authored at all and instead permitted to evolve by happenstance results of game mechanics and/or plausible causality.

GM Force is reducing the extent of players' ability to affect the outcome in order to put GM authoring decisions into effect. Not all GM Authoring necessarily involves GM Force. When the GM makes authoring decisons about events that have already occurred in play after they've happened, it's called Retroactive Continuity. When the GM makes authoring decisions during play and puts them into effect by adjusting facts about the setting prior to establishing those facts in the shared imagined space, it's called No-Myth Technique. When the GM puts authoring decisions into effect by manipulating game mechanics elements in unanticipated ways, it's sometimes called fudging or cheating.

Railroading is the use of GM Force in a manner or to an extent that violates the Social Contract.

Participationism is the use of GM Force sanctioned by the Social Contract.

Trailblazing is a Technique of Participationism, in which players accept that part of the challenge of the game is to find the course of action that conforms to the GM's pre-planned plot. Individual player choices aren't constrained a priori in any particular unusual way, but only choices that lead along the planned "path" yield rewards.

Illusionist Technique is concealed GM Authorship of any kind.

Illusionism is concealed use of GM Force.

Note, therefore, that Illusionism can also be Railroading but it doesn't have to be. You can have Illusionism without Railroading, and Railroading without Illusionism. Fudging can be Illusionism with or without being Railroading. No-myth and RetCon are often concealed, making them Illusionist Techniques but not necessarily Illusionism.

If you want to talk about Techniques for GM Authoring, this elaborate and carefully wrought framework gives us many different reference points for that discussion. Let's have that conversation. If you have practical Techniques in mind that are overlooked in the framwork (like I did when Fang and I started the ball rolling on no-myth play), let's fix those gaps. But if you want to throw the whole framework out the window so that "Railroading" can be defined in a way that you like better, I'm not interested in the slightest.

- Walt

Message 10714#113836

Previous & subsequent topics...
...started by Walt Freitag
...in which Walt Freitag participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/10/2004




On 4/11/2004 at 1:25am, neelk wrote:
RE: Beware the academic jabberwocky!

clehrich wrote:
Second, the use of precise terminology has nothing whatever to do with accessibility. The more precise one's terms, the steeper the learning curve. That's axiomatic.


Regardless of whether it's an axiom, it's not actually true. Precise use of language makes it easier for readers to understand what you are talking about, because the same word is always used in the same context, and different words are used in different contexts. It's when you introduce a lot of distinctions that the learning curve becomes steeper -- firstly, there's just more stuff to remember, and secondly, there's more explanatory text, which most readers just skip.

Really, I think much Forge jargon is best understood as simply a social gatekeeping device: members and nonmembers can be distinguished by their command of the particular slang. But regardless of whether or not one finds this desirable, it's an inevitable social dynamic; one may as well command the tide not to come in, Canute-like.

Message 10714#113860

Previous & subsequent topics...
...started by neelk
...in which neelk participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 3:12am, clehrich wrote:
RE: Beware the academic jabberwocky!

neelk wrote: Precise use of language makes it easier for readers to understand what you are talking about, because the same word is always used in the same context, and different words are used in different contexts. It's when you introduce a lot of distinctions that the learning curve becomes steeper -- firstly, there's just more stuff to remember, and secondly, there's more explanatory text, which most readers just skip.
Unless one is discussing issues that are simple to comprehend and easily covered under normal use of ordinary language, precision of word-use will entail distinctions. This is what a lot of GNS, for example, is really about: distinctions. And the more useful they are, the more precise they must be, and that entails that the terms will become more specialized. If there are readers who skip explanatory text, they can hardly complain when they don't understand the discussion. It's as though someone read a technical treatise on any subject, but refused to look up unusual or unrecognized words in a dictionary, and then said the text wasn't comprehensible. Or suppose someone decided to skip reading any of the rules of an RPG, then said he couldn't figure out how to play -- that would be dismissed as stupid. This is part of the learning curve: looking up explanations. The forthcoming glossary will simplify the process, but really, any sort of serious theorizing requires precision and distinctions, and cannot please those who refuse to read the basic background.
Really, I think much Forge jargon is best understood as simply a social gatekeeping device: members and nonmembers can be distinguished by their command of the particular slang. But regardless of whether or not one finds this desirable, it's an inevitable social dynamic; one may as well command the tide not to come in, Canute-like.
It is an unfortunate effect, to be sure, that technical terminology limits the audience. But I flatly deny that anyone here wants to exclude people by such means. People here are responded to on the basis of what they write, not whether they have mastered any particular terminology. If you post to the GNS forum and say, "Gee, I'm not getting X about Narrativism, and I don't understand this part of the Story Now essay," that's a perfectly legitimate post. If you post to RPG Theory and use no GNS terminology whatever, that's perfectly legitimate as well. What's social gate-keeping about this?

Message 10714#113879

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 9:07am, Seth L. Blumberg wrote:
RE: Beware the academic jabberwocky!

Tomas wrote: Seth L. Blumberg wrote on the style of communication at the Forge in the "Railroading"-thread.


For which I am now most heartily sorry.

I remember when I went through my own phase of protesting the terminology. It's something that many people go through at a particular stage of learning the theory and the history of discussions that it summarizes. It's also useless and pointless.

Message 10714#113903

Previous & subsequent topics...
...started by Seth L. Blumberg
...in which Seth L. Blumberg participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 3:04pm, neelk wrote:
RE: Beware the academic jabberwocky!

clehrich wrote:
neelk wrote: Precise use of language makes it easier for readers to understand what you are talking about, because the same word is always used in the same context, and different words are used in different contexts. It's when you introduce a lot of distinctions that the learning curve becomes steeper -- firstly, there's just more stuff to remember, and secondly, there's more explanatory text, which most readers just skip.
Unless one is discussing issues that are simple to comprehend and easily covered under normal use of ordinary language, precision of word-use will entail distinctions. This is what a lot of GNS, for example, is really about: distinctions. And the more useful they are, the more precise they must be, and that entails that the terms will become more specialized.


No, I don't agree with this, either. The utility of jargon doesn't rise monotonically with the number of distinctions it enables you to make: a useful metaphor needs to live at a level of abstraction that the arguments you make flow naturally. However, I don't think that this is the main function of GNS and the like -- see below:


Really, I think much Forge jargon is best understood as simply a social gatekeeping device: members and nonmembers can be distinguished by their command of the particular slang. But regardless of whether or not one finds this desirable, it's an inevitable social dynamic; one may as well command the tide not to come in, Canute-like.


It is an unfortunate effect, to be sure, that technical terminology limits the audience. But I flatly deny that anyone here wants to exclude people by such means. People here are responded to on the basis of what they write, not whether they have mastered any particular terminology. If you post to the GNS forum and say, "Gee, I'm not getting X about Narrativism, and I don't understand this part of the Story Now essay," that's a perfectly legitimate post. If you post to RPG Theory and use no GNS terminology whatever, that's perfectly legitimate as well. What's social gate-keeping about this?


Don't be silly. The Forge is a community constituted for the express purpose of encouraging new and experimental modes of roleplaying. In order for this community to work, some people have to be excluded. There are, first, people who aren't interested in experimentation. Almost all of these will simply ignore the Forge, and the remainder (the residual collection of disruptive trolls found in any sufficiently-large collection of people) can be moderated away. The second, and more interesting, category of people who need to be excluded are the people who are interested but just plain don't work well with others. This is where jargon comes in as a social tool: mastery of a jargon is a signal that the speaker was willing to commit his or her energies to learning this thing that other people built, and hence is willing to cooperate. Furthermore, in order for the community to work, the jargon has to be broadly-encompassing, so that participants have a language for justifying and encouraging other people to try out whatever new ideas they come up with. It also has to be simple enough that learning it won't take forever, so that new people can actually join and replace those who leave. (Over time, new jargon is inevitably created, and this is why projects like the glossary become important: they lower the barrier to enculturation back down to a reasonable level).

This is why you see a lot of flamewars erupt in other communities when Forge jargon gets used. It's a status marker in this community, and participants in the other community tend to see it as an assertion of status "over there" -- and the resulting flamewars are as predictable as they are tedious. Over here, though, it's a tool for creating an environment that is welcoming and hospitable to experimentation.

Message 10714#113922

Previous & subsequent topics...
...started by neelk
...in which neelk participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 4:20pm, lumpley wrote:
RE: Beware the academic jabberwocky!

I double-dog agree with Neel.

Or, well, whether setting a bar is the main function of GNS-talk I don't really know, but it's certainly a crucial function of GNS-talk.

-Vincent

Message 10714#113933

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 4:37pm, clehrich wrote:
RE: Beware the academic jabberwocky!

neelk wrote: Don't be silly. The Forge is a community constituted for the express purpose of encouraging new and experimental modes of roleplaying. In order for this community to work, some people have to be excluded. There are, first, people who aren't interested in experimentation. Almost all of these will simply ignore the Forge, and the remainder (the residual collection of disruptive trolls found in any sufficiently-large collection of people) can be moderated away. The second, and more interesting, category of people who need to be excluded are the people who are interested but just plain don't work well with others.
Nonsense.

1. Nobody gets "moderated away" here. Nobody gets banned here. Simply does not happen.

2. People who choose not to read the Forge are not "being excluded." You might as well say that the African continent has excluded me because I have never happened to choose to visit it.

3. The jargon here excludes precisely one group of people: those who have decided that it is exclusivist and intended to keep them, personally, out. That is a self-fulfilling prophecy, and has nothing to do with Forge discourse per se.
This is why you see a lot of flamewars erupt in other communities when Forge jargon gets used. It's a status marker in this community, and participants in the other community tend to see it as an assertion of status "over there" -- and the resulting flamewars are as predictable as they are tedious.
If people use Forge terminology on other boards, and the other boards' members find that problematic, this says nothing whatever about the Forge about about Forge terminology. It simply tells us something about the preferred discourse on those boards. If you're hot to trot in finding exclusivity and elitism, how about boards that "exclude" Forge terminology? How very naughty of them, the elitist pigs.

Vincent:

Do you mean that you think the Forge terminology is exclusivist, or that it helps form community? The latter is of course true, but that has nothing to do with exclusion. And I do not agree that the point of GNS or any other mode of Forge terminology is to create community; that is an interesting and potentially valuable effect. The point of such terms is to be able to talk in a precise fashion about RPG's and to analyze them. I don't spend time on the Forge as a way of hanging out, except for the annual Birthday Forum. I can hang out elsewhere. I come here to talk about games and gaming, and the theory thereof, and that requires terms of art that are formulated with some precision. The fact that there happens to be a vibrant community discussing these things is nice, but frankly it means nothing without the games and the analysis.

Rant on:

I'm sorry, but this comes up periodically, this notion that somehow the Forge is this elitist community that creates special overcomplicated jargon in order exclude the proles, and is policed by the savage thought-policeman Ron Edwards. What a lot of nonsense! The best I can say about this sort of argument is that it desperately wants to be proven right, that it wants Ron to exclude and exclude and exclude.

Pretty soon now, I'm sure, on one of these threads, someone is going to try to bait Ron. I can hear it now, looking into my crystal ball: "Oh, and I suppose that's not acceptable Forge-PC speech, and Ron's going to ban me, huh? Bring it on, man!" And you know what will happen? Ron will politely request that the person not misbehave, thread-jack, flame, or whatever; nothing will be said about the use or abuse of GNS terminology or anything else of the kind. Chances are, the person will continue to bait, and Ron will close the thread.

So do you read this as evil Gestapo Ron? The policeman of terminology? Reread the sorts of threads Ron closes, the ones that go haywire: it's never terminology or its uses that gets threads closed.

The Forge excludes no one but those who exclude themselves. No one gets banned here. No terminology is required here. End rant.

Message 10714#113934

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 5:12pm, Kester Pelagius wrote:
RE: Beware the academic jabberwocky!

clehrich wrote: 1. Nobody gets "moderated away" here. Nobody gets banned here. Simply does not happen.


Caveat: In the course of normal events.

I think there have been instances in the past with spammers and a few problem posters that some might classify as "Trolls", were there not?


clehrich wrote: 2. People who choose not to read the Forge are not "being excluded." You might as well say that the African continent has excluded me because I have never happened to choose to visit it.


By the same leap of logic one could say that animals are elitist because they aren't talking to you in language you can understand, or that aliens are excluding you from their club because they wont land on your front lawn, or that the dead are snubbing you because you are alive. Isn't that, and these above examples, just a tad specious?


clehrich wrote: I'm sorry, but this comes up periodically, this notion that somehow the Forge is this elitist community that creates special overcomplicated jargon in order exclude the proles, and is policed by the savage thought-policeman Ron Edwards. What a lot of nonsense! The best I can say about this sort of argument is that it desperately wants to be proven right, that it wants Ron to exclude and exclude and exclude.


Granted one could argue for an appeal to ridicule factor being used a tad too often, perhaps combined with a side helping of circumstantial ad hominem, but isn't that par for the course in most forums?

Though, truly, I've not noticed any true disruptive stirrings against GNS for quite a long time now. Didn't there used to be one or two rather vocal opponents to all things GNS who used to go around bashing Mr/ Edwards and company a few years back?


clehrich wrote: The Forge excludes no one but those who exclude themselves. No one gets banned here. No terminology is required here. End rant.


Ron's essays are nothing if not full of terminology. To understand GNS one has to learn a sub-set of terms, with a unique application in context, related to yet another sub-set of unique terms (role-playing consists of nothing less than a set of specifically applied terminologies) yet you proclaim "no terminology" is required?

Well, to participate in the forums, surely. But to speak to the subject with anything approach comprhension, I'd say terminology is very much required. I think, and I am sure Ill be corrected if in error, that is all the original poster might have been saying(?).

Message 10714#113939

Previous & subsequent topics...
...started by Kester Pelagius
...in which Kester Pelagius participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 6:35pm, clehrich wrote:
RE: Beware the academic jabberwocky!

Kester Pelagius wrote: By the same leap of logic one could say that animals are elitist because they aren't talking to you in language you can understand, or that aliens are excluding you from their club because they wont land on your front lawn, or that the dead are snubbing you because you are alive. Isn't that, and these above examples, just a tad specious?
The argument is certainly specious, which is my point. To say that one is excluded from the Forge because one does not choose to participate in it is ludicrous.
clehrich wrote: The Forge excludes no one but those who exclude themselves. No one gets banned here. No terminology is required here. End rant.
Ron's essays are nothing if not full of terminology. To understand GNS one has to learn a sub-set of terms, with a unique application in context, related to yet another sub-set of unique terms (role-playing consists of nothing less than a set of specifically applied terminologies) yet you proclaim "no terminology" is required?
The strongest claim one can make, I think, is that the terminology is required for active participation in the GNS Forum. But there are lots of other forums, and they do not all require or even use GNS terminology. Sometimes the line gets thin, which I think is something that could use a little more care on posters' parts -- myself included -- but in principle GNS terminology is only required for the GNS Forum.

For example, periodically someone posts, to the RPG Theory forum, a piece entitled something like, "My Theory of Gaming." Some of these are terrible, some are brilliant, and the vast majority are somewhere in between. But all get discussed, and on the whole people try to be constructive and helpful about getting clear what others think and making suggestions. Not uncommonly, such total theories actually miss out large types of gaming, and sometimes for that reason people get referred to bits and pieces of Ron's essays or other forum threads from the past; for example, somebody takes it as a given that competition is not part of gaming, and is referred to the Step On Up essay. But the point is emphatically not, "You aren't using the right terminology so your theory is stupid and we refuse to address it."

I think I've pretty much made my points here, and will now bow out. To recap, in short:

1. Forge-specific terminology is not required for participation at the Forge.
2. No one is excluded from the Forge. So far as I know, there have been no bans, and I am willing to bet that if there have been they have been for things like true spamming or the like, i.e. abuse of the board as a board rather than as the Forge in particular, and not for misuse or abuse of Forge terminology or even continual rudeness.
3. Terminology, if it is to be precise, necessarily requires a little effort to use precisely. This has nothing to do with elitism or exclusionary tactics, but with the nature of terminological specificity and distinction. There is nothing elitist about asking people to make a little effort.
4. A challenge to current usage is entirely legitimate, but must demonstrate (a) that the current term has specific weaknesses, and (b) that the proposed new term(s) solves this. A general attack on terminology is pointless.
5. While it is currently somewhat difficult to acquire facility with the terminology regularly used at the Forge, in various forums, that problem will be alleviated by the forthcoming Glossary. Furthermore, a considerable number of threads regularly appear in various forums asking for terminological clarification, or proposing a kind of "test definition" to see whether one has correctly parsed the terms in use; these are responded to supportively and constructively, on the whole, and do seem to make it possible for a great many people to join the discussion. I am sure that some people have found all this too difficult or painful, or simply not worthwhile, but I do not see that this invalidates the use of technical vocabulary.

Message 10714#113954

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/11/2004 at 8:08pm, lumpley wrote:
RE: Beware the academic jabberwocky!

Chris: oh no, I think that the Forge's terminology excludes people. And very profitably, too.

Now you're absolutely right that nobody's banning or barring people because they haven't learned GNS (I mean, I'm not Ron or Clinton, so I'm just supposing that you're absolutely right, but I'm positive you are). But when I start a thread, I can exclude people from it in the opening sentence or two if I want to. That's good! It's very good. It lets me have the conversations I need to for the sake of my games.

I'm not excluding people on the basis of me being an elitist excluding bastard. I'm excluding people on the basis of: can they contribute to my game?

Furthermore, I want people to be able to contribute to my game, the more the merrier. That's why I'll explain the loodly poodly to anybody who asks and talk rules and answer questions. The bar isn't capricious, it's not "elite," it's sensible and anybody can meet it who cares to.

...But again, the main use of GNS-talk: is it setting the bar, or is it communicating efficiently? Whatever. It accomplishes both and I wouldn't give either up.

(And I wouldn't expect the lexicon to help newcomers too much. Mostly it'll help us - when a newcomer asks, we'll just refer them to the lexicon, and when they come back to us their questions will be a lot more concrete.)

-Vincent

Message 10714#113964

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/11/2004




On 4/12/2004 at 12:14am, Bill_White wrote:
RE: Beware the academic jabberwocky!

Because my own academic specialty is related to the sociology of knowledge, I see this thread as a hashing-out of a question that's bigger than just the role of the Forge lexicon. That question has to do with how knowledge-producing communities function -- and I definitely see the Forge as a "knowledge-producing community," albeit not an academic one (or at least, not a purely academic one).

My thinking about knowledge-producing communities has led me to appreciate the importance of the concept of discipline--that is, the organization of people, material, and ideas for the purposes of producing knowledge. A "discipline" (whether that's high-energy physics, literary criticism, or independent theory-driven role-playing game design) has to do three things, two of them all the time and one of them occasionally:

(1) Boundary Work. This is the social dimension of disciplinarity, and it gets done all the time. Disciplines socialize new members -- frequently by initiating them into what is viewed by outsiders as an "arcane jargon," provide methods for recognizing and rewarding the contributions of members, and provide mechanisms for identifying actions that are "extra-disciplinary"--that are, in other words, not done. Think of all the "Welcome to the Forge!" posts you've seen; these are boundary work.

(2) Paradigm Work. This is the cognitive dimension of disciplinarity, and it also gets done all the time. These are attempts to solve problems by means of a generally accepted set of tools in order to develop a more-or-less commonly held theory. Problems can be theoretical ("What is 'Exploration'?") or practical ("How does GNS tell me I should proceed with this specific design?") A "paradigm" identifies important problems, and it also indicates what problems aren't worth worrying about. Most of the posts in RPG Theory are paradigm work--because they grapple with the ideas that are central to the Forge paradigm.

(3) Reflexive Work. This is a weird hybrid of boundary work and paradigm work; it's the self-reflective assessment by members of the community of the extent to which their current methods, mechanisms, problems, tools, and theories advance the purposes of the community. Reflexive work tends to be occasional rather than on-going, since too much reflexivity is paralyzing, preventing the work of the discipline from proceeding. This thread is reflexive, to a certain degree: It discusses whether Forge "jargon" is exclusionary, and if so whether that's a bad thing. However, such a question means less coming from a peripheral member than if it came from a central member. If Ron were to say, "We need to think about cleaning up all this jargon," it would be far more consequential than when someone else (as in this case) says it.

The value of reflexivity, however, is in occasionally reminding people to think about the "why" of "how we do things around here," since disciplinary practices often become "sedimented": we do things this way because we've always done them this way, and we see the world this way because that's how the world is (rather than that's what we've chosen in the world to focus on).

But those who complain about jargon are indeed missing the point. The terminology, as the meat of the paradigm, serves important cognitive and social functions (i.e., it gives us tools to think with, and tells us who's worth talking to). Calls for "reform" ignore the value of the intellectual history that's encapsulated in the evolution of specific terms and concepts.

But the commitment to a discipline invokes its own cognitive costs, which may include isolating oneself from potential useful extradisciplinary sources. Which is why interdisciplinary boundary-spanners are sometimes useful.

Message 10714#113975

Previous & subsequent topics...
...started by Bill_White
...in which Bill_White participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/12/2004




On 4/12/2004 at 2:05am, Kester Pelagius wrote:
RE: Beware the academic jabberwocky!

Greetings clehrich,

clehrich wrote: The argument is certainly specious, which is my point. To say that one is excluded from the Forge because one does not choose to participate in it is ludicrous.


Color me blue and call me silly smurf for missing on that fine bit of subtle point making. Sorry about that. Carry on.


clehrich wrote: The strongest claim one can make, I think, is that the terminology is required for active participation in the GNS Forum. But there are lots of other forums, and they do not all require or even use GNS terminology. Sometimes the line gets thin, which I think is something that could use a little more care on posters' parts -- myself included -- but in principle GNS terminology is only required for the GNS Forum.


Indeed.

Well said.


clehrich wrote: I think I've pretty much made my points here, and will now bow out.


As, I think, should I. Lest I foster more misunderstanding.


Kind Regards,

Kester Pelagius

Message 10714#113985

Previous & subsequent topics...
...started by Kester Pelagius
...in which Kester Pelagius participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/12/2004




On 4/12/2004 at 8:53am, Peter Hollinghurst wrote:
RE: Beware the academic jabberwocky!

An interesting debate all round for me since I am still new here. The general language usage seems to me to be fairly clear most of the time to anyone with a university background, but perhaps discussion falls into some areas that anyone who has not experienced academic discourse would find problematic at times. Im not sure if this really should be seen as a problem though, so long as people are happy to clarify any points that they make if asked (and this seems to happen naturally since in general posters here have a strong desire to communicate their concepts). The GNS model does seem to be an exception-but the essays are all there to read and anyone not familiar with them always seems to be pointed to them (Im still reading them). Since most GNS discussion happens in the GNS section of the forum I dont see this as a problem. The only difficulty with communication would come from use of terms that have other meanings elsewhere, or when the users are unwilling to recognise they are using specialised jargon surely?

If posters on the forum used jargon but were unwilling or unable to clarify it for others then any sort of meaningful discourse with newcommers would clearly break down, but instead all the examples I have seen suggest that forge users tend to go a bit overboard in their desire to share with others and generate meaningful discourse. If someone makes a post that shows problems or issues with the use of language or concepts they tend to greeted by the text equivelent of an over affectionate puppy! Please note-this is not a criticism, but a complement. It means that the forge is transparently eager to welcome and include people whenever it can.

Ultimately anyone joining a group will need to learn to recognise and to some degree adopt the particular expressions of that groups identity-its as true of the Forge as it is of any group. This takes time, and can sometimes be frustrating or confusing, but it happens just as much for people starting to role-play for the first time as it does here. The only difference that seems significant here is that newcomers to rpgs in general probably have greater difficulty because most rpgers are unaware when they use jargon because it has become second nature to them and they are not focused on opening a discourse to the same degree. This goes a long way to maintaing the 'nerd' culture tag for rpgs.

Having said all this-I feel that comments about using Forge jargon outside the Forge are very important. Since the structures (previous posts, essays, other community members) present in the Forge are not present outside of it, attempts to use Forge terminology and concepts elsewhere can become a minefield. The same may also apply to many gamers outside the Forge (and that can include playtesters).
Once use of jargon becomes a barrier to communication outside of those clarifying support structures Forge members need to become expert in switching their modes of discourse (and Im sure most are).

Overall the 'academic' approach of the Forge seems to be a valuable one to me, and perhaps more important than the issue of jargon (though it can become a part of it). I would compare it to the activity of Philosophers-obscure and confusing to 'outsiders' because it makes reference to terms and concepts they have not yet assimilated, but the discourses they produce have a profound 'knock-on' effect over time as the conceptual issues eventually trickle down and filter into surrounding cultural expressions. It serves as a sort of 'feedback loop' between high concept and culture-both expressing existing movements in cultures and in turn influencing them. I feel it is a very useful and constructive process that can greatly enhance the ability of emerging forms of gaming to spread and gain wider acceptance and understanding. The games themselves are quite rightly the point at which this happens-not the forum.

Message 10714#114006

Previous & subsequent topics...
...started by Peter Hollinghurst
...in which Peter Hollinghurst participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/12/2004




On 4/12/2004 at 6:02pm, Mike Holmes wrote:
RE: Beware the academic jabberwocky!

lumpley wrote: I think that the Forge's terminology excludes people. And very profitably, too.
I'd agree, Vincent. The point, however, is that this is a side effect. It's not why we have the terminology, it's a happy side-effect.

I agree with MJ. The Forge is for discussing theory on this level. If you want to make it consumable for the masses you can do that in individual articles or in other fora, doing the "translation" yourself. The best translation, however, is in game texts. Nowhere in MLWM is the term Narrativism used. Nor should it be. Instead what you get are instructions that tell you how to have fun. The theory helped Paul create the game, but it doesn't need to be part of the delivery.

Mike

Message 10714#114107

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/12/2004




On 4/12/2004 at 6:18pm, Valamir wrote:
RE: Beware the academic jabberwocky!

Bill_White wrote: Because my own academic specialty is related to the sociology of knowledge, I see this thread as a hashing-out of a question that's bigger than just the role of the Forge lexicon. That question has to do with how knowledge-producing communities function -- and I definitely see the Forge as a "knowledge-producing community," albeit not an academic one (or at least, not a purely academic one).

My thinking about knowledge-producing communities has led me to appreciate the importance of the concept of discipline--that is, the organization of people, material, and ideas for the purposes of producing knowledge. A "discipline" (whether that's high-energy physics, literary criticism, or independent theory-driven role-playing game design) has to do three things, two of them all the time and one of them occasionally:




Bill, that's a powerfully useful post, and quite an effective way of parsing what we do here.

I'd be thrilled if you could expand these notions into a full article and submit it to the Forge's article section.

I think it really expands on the process we engage in here and is a great way to draw attention to the idea that what we do at the Forge may seem unusual compared to the typical internet RPG discussion site, that its hardly unique in the wider universe of "knowledge producing communities" (great phrase that).

Don't know how time consuming it would be to produce. You perhaps might already have a primer on the subject at your disposal to adapt...

Message 10714#114112

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/12/2004




On 4/14/2004 at 1:52pm, Varis_Rising wrote:
A Side Note

Speaking from a newbie perspective,

While it is true that creating a developers lexicon might be useful for conveying concepts more "efficiently," as I heard it termed, specialization hurts newbies increasingly as time goes on and posts collect. For instance, if someone made a theory one year and lots of people started using it then early on each person might define it or hyperlink it when they put it in a post. As time progresses though the definition will appear in posts less and less as it is excepted. Eventually you have a system with confusing backlogged roots that have to be sorted through by each newbie in order to be able to understand something that probably isn't all that hard a concept.

Perhaps the best suggestion then is that if you want the broadest range of experience, knowledge, and talent to look at your post you should use use simple terms or include footers that have handy links to where any theory or specialized word definition is held, this is common courtesy and in Scientific Papers that is how it is done, especially if what is mentioned is only a hypothesis and not a proven theory, as many established ideas on this board aren't in the stricter sense.

Message 10714#114531

Previous & subsequent topics...
...started by Varis_Rising
...in which Varis_Rising participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 2:51pm, matthijs wrote:
Re: A Side Note

Varis_Rising wrote: Eventually you have a system with confusing backlogged roots that have to be sorted through by each newbie in order to be able to understand something that probably isn't all that hard a concept.


...which is how I perceive the Forge, speaking as a newbie.

It would be wonderful to have some kind of "auto-help" function on the forum, so that if you pointed at for instance the word "simulationism" in a post, you'd get a little pop-up with a brief explanation of the word, and a hyperlink to a longer explanation.

As it is now, beginners like myself have to wade through literally hundreds of pages to gain a proper understanding of the Forge jargon, and those pages aren't structured in an easily-accessible way.

While I see why it's gotten to be this way, I think the amount of information here has reached the point where it has to be restructured if the Forge community doesn't want to passively prohibit newcomers from joining in debate.

Message 10714#114544

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 3:44pm, BPetroff93 wrote:
no, you don't

Hi Mattijs, actually you don't have to read hundreds of threads to understand forge gargon, only a couple of centrally located articles. Depending on how much you want to delve in, you can read one:

http://www.indie-rpgs.com/_articles/system_does_matter.html

Or two:

http://www.indie-rpgs.com/articles/1/

Or five:
http://www.indie-rpgs.com/articles/15/
http://www.indie-rpgs.com/articles/21/
http://www.indie-rpgs.com/_articles/narr_essay.html

The last two actually have a comprehensive glossary in the back. At least that's the offical "cult of Ron" list. So read already! Then you can spend many healthy hours staring at a computer screen debating the value of metatextual analysis in early 80's Zombie RPG's with a high points of contact and a Pervy Ars Magica influence! Trust me, it will get you chicks! ;)

Forge Reference Links:

Message 10714#114556

Previous & subsequent topics...
...started by BPetroff93
...in which BPetroff93 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 3:51pm, BPetroff93 wrote:
wait a minute!

Matt-o, I just noticed you joined last October. Are you really unaware of the articles and glossary? If so, maybe we do need some sort of BIG F'ING POINTER on the front page. Maybe something like FORGE TERMINOLOGY and a link to the 5 essays, or maybe just the glossary. If you have been aware of them, but have not read them, you really don't have anything to complain about. Read them first, then you can complain :)

Message 10714#114557

Previous & subsequent topics...
...started by BPetroff93
...in which BPetroff93 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 3:55pm, matthijs wrote:
Re: no, you don't

BPetroff93 wrote: Hi Mattijs, actually you don't have to read hundreds of threads to understand forge gargon, only a couple of centrally located articles.


I didn't actually say hundreds of threads, but hundreds of pages. I've read the articles above (the Nar article alone takes 38 pages of printout). In addition, to understand how the terms are actually used here, it's necessary (for most people) to read a lot of extra threads. Iit's not uncommon to see posts of the type: "Interesting point, but you should check out this and this and this thread to understand what is meant by term X".

Message 10714#114559

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 4:03pm, matthijs wrote:
Re: wait a minute!

BPetroff93 wrote: Matt-o, I just noticed you joined last October. Are you really unaware of the articles and glossary? If so, maybe we do need some sort of BIG F'ING POINTER on the front page. Maybe something like FORGE TERMINOLOGY and a link to the 5 essays, or maybe just the glossary. If you have been aware of them, but have not read them, you really don't have anything to complain about. Read them first, then you can complain :)


Well... I've read them, and seen the debates around the terms. I've seen quite a lot of posts of the type "I finally got it!", and answers of the type "I don't think you did, check out thread X". Also posts of the type "There's several interpretations of this term, check out thread Y and Z". Etc.

My point: In order to participate in a Forge debate at any level beyond the most basic, it's necessary to understand and adapt a way of thinking and speaking that's becoming more and more inaccessible.

While I see that it has to be this way - after all, that's what happens when a lot of smart people spend a huge amount of time trying to really define what they're talking about - it is, nevertheless, unfortunate.

Message 10714#114561

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 4:07pm, BPetroff93 wrote:
Understood.

I see. Well, would a link to just the glossary help? Or would it be impossible to understand do to lack of context?

Message 10714#114563

Previous & subsequent topics...
...started by BPetroff93
...in which BPetroff93 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 4:29pm, Bankuei wrote:
RE: Beware the academic jabberwocky!

Hi folks,

Funny enough, I've found that the jargon isn't terribly complex, when you read the basic GNS essay and do not read extra assumptions into anything there.

What happens is that folks mix up all kinds of things while reading it, such as assuming Stance = CA or some other weird thing, that, if you look at the actual writing itself, simply is not there. Most of the threads are unentangling assumptions on the parts of readers rather than anything else.

Personally, it took me over a year and a half to get into it at all, and it was because as I was interested in a topic, I would learn a term at a time, digest it, then come back. Many folks get the idea that the whole theory has to be taken in at once to "get" what is going on here and that's simply not true.

Chris

Message 10714#114565

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/14/2004 at 8:10pm, FredGarber wrote:
RE: Beware the academic jabberwocky!

I hope I am not coming across as too harsh, only sarcastic when I point out that this thread is in the RPG THEORY forum.
As such, I expect an awful lot of Theory in most, if not all, of the posts, and if I want to participate in the Theory discussions, then I better know enough Theory to hold my head up, or post a lot of IMHOs until then.
If somebody tells me "Interesting Theory, but what about {link}THIS{/link}?," then I'll read the link and find out about that.

My gods, the Internet is the home for gamers (edit: and p0rn) more than anything else, and if you want to see examples of someone else's game without them using the Forge-design jargon for RPG Theory, then just type "'House Rules' Games" into Google and see what comes up!

I get plenty of pleasure just reading Actual Play. Heck, many of the threads are like reading a short story, being the interesting parts of the game (few people post about the pizza break). Better than fanfic, because it's in my favorite Genre, RPG. That Cthulupunk plus Twenty has more interesting characters than the Tom Clancy book I just read! And reading about Inspectres is better than reading Tom Clancy, because I can have my own adventures.

Perhaps he hasn't found the right Forum on the Forge. Perhaps there needs to be a Forum separate from Actual Play for the Practical Application Forum that many Forge posters seem to desire (and that The Big Model is not designed for, and all that.) But THAT is a comment for the "About the Forge" forum, not this one!

Message 10714#114596

Previous & subsequent topics...
...started by FredGarber
...in which FredGarber participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/14/2004




On 4/16/2004 at 5:28am, eyebeams wrote:
RE: Beware the academic jabberwocky!

Part of the terminology issue, I fear, really has to do with the relationship GNS and this community have to the wider discipline of artistic criticism and gaming at large -- not as much of one as, I think, it should. Part of it is that this is an online community composed of people with a wide variety of backgrounds, so you can't really point to much in broader academia that people will all get. Part of it is the collapse between aesthetic goals and theory; clearer distinctions between the two would, in my view, enable much more coherent communication.

For a contrast, look at some of the documents created by the Nordic/Finnish LARP/Indrama movement. They give you theory, but there's a strong commitment to the praxis of creating the games they want to fulfill their own visions. If someone's playing by Dogme '99 ideals, for example, they won't have much use for what the Forge calls Illusionism. You'll know why and that, in turn, explains what it is more clearly

Message 10714#114798

Previous & subsequent topics...
...started by eyebeams
...in which eyebeams participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/16/2004




On 4/16/2004 at 6:35pm, greyorm wrote:
RE: Beware the academic jabberwocky!

I've read over the "Dogme '99" rules and I fail to see the connection with what you're proposing as "the problem with GNS."

GNS is a terminological reference used to get everyone with different styles together on the same page in understanding of their preferred modes of play, to diagnose problems when modes conflict, and understand how those modes lie in reference to one another and to the social act of play itself. It is not a set of aesthetic principles created for game design, as the D'99 rules are.

Those following D'99 rules of course don't need to know what "Illusionism" is in order to play according to D'99 rules, but someone understanding GNS would be able to look D'99 as a system and in play, and be able to determine what sort of play was being focused upon in relation to other systems and other groups.

In addition, having read the document, I'd hesitate to classify D'99 as a theory, seeming far more to be an application of mode and support for the reasons that mode was chosen; and even if I were to consider it to be a theory, its express purpose is so clearly different from that of the theory of which GNS is a part, that they are incomparable in basic function and thus in design.

One is "Here How You Should and Why You Should" and the other is "Here's What's Going On and Why It's Going On."

Message 10714#114901

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/16/2004




On 4/16/2004 at 9:29pm, eyebeams wrote:
RE: Beware the academic jabberwocky!

My issues with GNS are a whole other kettle of fish. What I'm saying is that of it is to be relevant, GNS has to form relationships with ideas like Dogme '99.

Otherwise, I see the perpetuation of the following vicious cycle:

1) GNS is used to identify different kinds of play and the problems that can come up.

2) But game X (which is usually a popular game) is, by its definition, "incoherent," but people enjoy it.

3) But GNS is not (as I've heard a couple of times) meant for the average gamer. It's meant for people who want to explore certain ideas in game design.

4) So what is GNS' preferred set of "certain ideas?"

5) Oh, GNS is used to identify different kinds of play and the problems that can come up, not any particular mode.

Variations of this circular train of argument will inevitably come up (and in my opinion, have come up), no matter the validity of any model, unless that model pursues points of interesection with other models or modes. Other fields of critical theory see this process of confroontation and negotiation as vital elements. The community here would benefut from doing the same in a structured fashion (as opposed to the ad hoc fashion that currently seems to be what's happening).

Message 10714#114941

Previous & subsequent topics...
...started by eyebeams
...in which eyebeams participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/16/2004




On 4/16/2004 at 9:54pm, BPetroff93 wrote:
Brendan's Standard GNS question #1

Okay, here I go again asking the same question that I ask everybody who makes these statements so if anyone is sick of hearing it, sorry, but I feel I must ask.

eyebeams, have you read the appropriate articles which detail Ron's theory which includes GNS? The reason I ask is that your talking points lead me to beleive the answer is no. If I am wrong, that's okay, I just want to know in what manner to communicate.

Message 10714#114949

Previous & subsequent topics...
...started by BPetroff93
...in which BPetroff93 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/16/2004




On 4/16/2004 at 10:33pm, greyorm wrote:
RE: Beware the academic jabberwocky!

But GNS is not (as I've heard a couple of times) meant for the average gamer. It's meant for people who want to explore certain ideas in game design.

Heya Malcolm,

I believe this same issue has been clarified for you before: that anyone telling you such is full of crap. Period. #1 and #5 are it. If I'm mistaken, and no one's said that yet, well then, there you are. Don't accept #3. If they persist, point them my way and I'll back you up, even if I don't agree with whatever else you might be saying.

That some people use GNS for #3 or believe that's what it can be used for does not mean that is what GNS is for, intended to do, or anything similar. It is not a theory of design, but of play, and it doesn't matter if Jack Theorylover or anyone else says differently in an argument -- they're wrong, via a simple check of the theory's text.

Now, don't confuse the fact that GNS ideas can lead to theories about how games should (or could) be written, given the dynamics of gameplay illuminated by GNS theory. However, no one has yet put together a "Coherency in Game Design, Damnit" theory paper around here, that I'm aware of. Perhaps Thomas HVM has, but if so, he's done it wholly without influence from GNS (referencing the recent thread on player "freedom").

And yes, we talk about how games could be written better, as well, and reference terminology developed here in those discussions. But GNS is theoretical support for those ideas only, not supporting them itself. A subtle but very important difference.

Now, the theory is and isn't meant for the "average gamer." The former because it is meant to be used as a tool of diagnosis for individuals playing together. The latter because, let's face it, it's theory, a fairly complex/multi-layered one, and it takes a while to grasp the intricacies of while shedding one's own preconceived notions about what the terms mean. Most folks aren't willing to put in the time.

I mean, if we could grasp physics in a day, then we'd all be physicists and engineers. Similarly, though not on the same level of complexity, GNS theory isn't going to be grasped in a day.

Eventually, the theory should have enough established groundwork to have simpler materials written to be accessible to the average gamer. The glossary might be a start towards this. On the other hand, I'm not interested in "GNS Stripped Down For Dummies" because that just leads to confusion, surface understanding without depth and experience or application -- modern folks and your desire to get everything in bite-sized media chunks! BAH! (wink)

Actually, the above (bite-sized understanding of GNS) is exactly where the #3 idea you cite comes from, that the theory is about game design, rather than play, and terminology for the framework that play occurs within.

Now, Brendan, yep, Malcolm's read them. He can correct me if I'm wrong. That he has or hasn't injected personal reactions into what the theory actually says is an entirely different argument, however, and one he and I are probably opposed on.

Note, his #2, I believe, is a reference to criticims here of the Exalted RPGs mechanics -- a game he writes for and enjoys playing, but which has been labeled as "Incoherent."

Malcolm, no one has ever said that you can't enjoy or play an Incoherent game, only that certain things happen in order for that to occur. (Very Important Note: Not "must happen" but "happen" -- whether consciously or subconsciously, usually the latter, as part of the social structuring that occurs at every gaming table -- or, really, as part of any human social interaction where rules are involved).

Ok, alot of this is starting to branch out into other subjects than clarity of terminology. New threads would be appropriate -- so to drag myself back to the terminology question, would you mind highlighting some points of intersection regarding GNS and D'99 (or another theory), as you suggest how valuable such would be towards greater comprehension and clarification of the model?

Message 10714#114968

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/16/2004




On 4/17/2004 at 6:37am, eyebeams wrote:
RE: Beware the academic jabberwocky!

Hey man,

I'll probably look at GNS and Dogme '99 tomorrow, since I don't really have it in me to do it right now.

One thing, though, is that System Does Matter and it's successors definitely have implications for game design. After all, Ron's used it as a tool in several RPG reviews and, of course, you can see the linkages on this very site. With GNS being used so often as a way to look at a game's design, how is #3 a problem?

Message 10714#115008

Previous & subsequent topics...
...started by eyebeams
...in which eyebeams participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/17/2004




On 4/17/2004 at 10:05am, Tomas HVM wrote:
RE: Beware the academic jabberwocky!

I've got a print out of a GNS essay by Ron Edwards, and chapter four in that essay is named "The Basics of Role-Playing Design". Certainly the GNS essay at least look into design. The sheer volume of the essay, and the many new concepts presented in it, makes it hard to read for the average gamer, yes indeed for the average gamesmith too.

While the model of thought offered in the GNS-essay is praiseworthy in many respects, and have opened many avenues of new thinking on roleplaying games, it is still a model that will leave you blinded to the reality of roleplaying games if taken as gospel. That's my general warning.

People at the Forge, as people in other communities, react strongly to such warnings. There is no need to do that. It is a general warning, and as such it may be read with some emotional distance; if the warning don't pertain to me, I'm in the clear, no reason to react. If it goes a long way to describe my behaviour in relation to the predominant model of thought in this community, I need to sharpen my independent thinking. The point is; any and all communities of thinking or belief really needs this kind of warnings, to stay healthy. We need to distance ourselves from ourselves from time to time, and reflect upon the quality of our thinking/belief.

Even though such a discourse may end in acceptance of status quo (kind of: our way of thinking is functional and dynamic), and may seem a waste of resources, the act of having such a discourse is important.

That's my final comment in this thread. I've enjoyed reading it. I have indeed spotted intelligent life in this forum once again, and value it all the more for it. Thank you all for contributing!

:-)

Message 10714#115016

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/17/2004




On 4/17/2004 at 2:30pm, greyorm wrote:
RE: Beware the academic jabberwocky!

eyebeams wrote: I'll probably look at GNS and Dogme '99 tomorrow, since I don't really have it in me to do it right now.

Cool, Malcolm, that would be awesome of you.

One thing, though, is that System Does Matter and it's successors definitely have implications for game design. After all, Ron's used it as a tool in several RPG reviews and, of course, you can see the linkages on this very site. With GNS being used so often as a way to look at a game's design, how is #3 a problem?

I realized that this morning while reading over my post in the morning light: System Does Matter makes a very clear statement about the need for more coherency in game design.

I think, however, the above has more to do with the distinction noted in my post above: while the implications for design are inherent in the theory, they aren't its point.

I'm thinking right now of any number of phyical theories which have nothing to do with engineering, per se, but when engaged in the latter endeavor, become very important to it, even though none of them reference engineering and physical design specifically.

Same with GNS, it isn't being used for design, but classification of a design, as noted above (terminology and reference of noted behaviors in play and their relations to one another).

That is, there's no "Here's How to Make A Narrativist Game" in the text. Rather, there's text on "This is What Narrativist Play Is" from which one can make guesses about how to create a game and attendant mechanics which would end up being categorized as Narrativist by supporting what is known to be classified as such. That's where the problem with #3 is -- people confusing the latter to be the purpose or utility of the theory.

So, yes, I agree that GNS is used to label games as supporting or encourging play of a specific mode based on what the mechanics encourage in play. I don't see that as the theory being used to explore certain ideas in design, however. It's still (and only) diagnosis of play -- looking at the framework and categorizing, "Ok, that puts this design about here in our relational space."

Message 10714#115027

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/17/2004




On 4/17/2004 at 4:25pm, Bankuei wrote:
RE: Beware the academic jabberwocky!

Tomas,

I have indeed spotted intelligent life in this forum once again, and value it all the more for it.


I'm not a moderator, but I object to the tone you are using here, and have been using recently. Regardless of whether you are trying to "provoke discussion", backhanded insults disguised as compliments are not acceptable. This quote is just like, "You're pretty smart for a moron".

I think a lot of people here have been pretty patient, but this isn't cool. It doesn't add to the discussion, it doesn't make you look any more intelligent, considerate, or whatever, and with enough of it, you will find that people will simply STOP interacting with you.

I am interested in hearing your ideas, but this attitude is NOT the way to present them.

Chris

Message 10714#115036

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/17/2004




On 4/18/2004 at 2:51pm, Ron Edwards wrote:
RE: Beware the academic jabberwocky!

Hello,

In fact, this thread is closed.

Best,
Ron

Message 10714#115123

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 4/18/2004