On RPG Theory: T

Oh how they dwindle! Here we come around the bend, and we've seen many horses fall out of this race.

This stupid stupid race.

Can we as a movement (THE OSR or whatever) agree not to do this again next year?

Onto the Letter T.

Task Resolution: This is how you determine what happens from within the rules of the game, in game time, in terms of the character's skills and competencies. Not determining success from a broader perspective of the actual conflict in play.

Threefold Model: A concept from rec.games.frp.advocay from 1997, suggesting the three way split of dramatism, simulationism and gamism.

Trailblazing: Something we're all familiar with in our sandboxes and such. M.J. Young coined the term meaning where the DM makes something awesome (potential storyline, interesting subplot) and the players can ignore it or follow it if they wish.

Transcript: An account of play. Also the most fun to read.

Transition: According to Ron, it's when you change from one "Creative Agenda" to another in play - different from drift, in that transition between the modes of play is supported by the rules. Impossible to provide an explicit concise example of because there are no definitions of creative agendas in the context of the rules.

Transparency: Rules that you don't notice when you use them!

Turku role-playing: *sigh* I swear I'm not making this up.

So there are these awesome Finnish people (Is there anything nords can't do?) and they say "in character thinking and feeling is the best in life! It is to be given the highest priority! Even communicating the experience to others (in or out of play) is secondary."

How is this defined within Forge terminology?
Simulationism, Character Exploration, mainly Drama or low Points-of-Contact Fortune mechanics, highly reinforced through an explicit Social Contract.
So, it requires no less than seven complex poorly defined entire concepts to describe this one thing.

To translate into the actual meanings of the words they use; the forge definition is:
The strict adherence to in-game cause for the outcomes that occur during play, highly-internalized, character-experiential play, resolving actions using either, what makes the best story or defined character abilities or difficulty, with rules that are bundled into a few conceptual steps, reinforced through the relationships of everyone at the table.
One does not seem to describe the other accurately to me.

Turnin': A term for PC infighting! Coined by Ron.

Typhoid Mary: Another excellent definition by Ron, for DM's who railroad players in the name of a better story.

4 comments:

  1. I would love to see someone (with more time than me) collect all of these A-Z posts and put the best of the best into a pdf or print compilation. There is some surprisingly good posts and insights, although they do sometimes get lost in the sheer volume being produced.

    Happy Easter!

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  2. Did you write that here because A) My post was insightful, or B) you're nominating me to do it?

    ReplyDelete
  3. Meow! :D

    (1) Your posts are ALWAYS insightful!

    (2) I'm no Forgian, but some useful stuff came from that experiment. I was glad someone is blogging about it.

    (3) Don't you already have enough on your plate?

    Happy Easter to you!

    ReplyDelete
  4. BTW, Other than my "meow" please take the above comment as 100% sarcasm free, all the best for Easter!

    :)

    ReplyDelete

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