RPG theory jargon is a cancer on the hobby
Feb. 1st, 2006 10:19 pmThis is the trouble with theory jargon. A concept like "Don't be a dick and then abandon the person you were a dick to" makes perfect sense. A bit of jargon like INWAY, on the other hand, has everyone leaping to attach cool meanings to it, meanings which are related to whatever the developer meant, but which are often contradictory, inflammatory, or non-sequitur. If I see someone using the term INWAY, I won't necessarily know if they a. read to the end of the thread, or if b. they did and like their own idea of the term better than Meg's anyway, or if c. they are actually using it the way Meg seems to have clarified it.
The only way to know what someone is thinking when they use a bit of jargon is to have them clarify it right there in the thread. This wastes everyone's time and though sheer weight of words makes jargon seem important. "Everyone's always talking about it... It must be worth talking about!" The other option is to go with whatever view you've absorbed of the jargon, which can easily result in "John is quoting a., a. is bullshit, your post is bullshit, John," "My post is totally not bullshit!" which leads either to 1. a participant dropping what might have been a useful discussion were it not for the distracting jargon, or 2. a clarification of the jargon (q.v. beginning of this paragraph).
Jargon, like cancer, is energy wasted for no benefit. I'm a gamer. I quote. Allow me to quote Samuel L. Jackson: ENGLISH, MOTHERFUCKER! DO-YOU-SPEAK-IT?
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Date: 2006-02-02 10:23 am (UTC)When jargon isn't well-defined, then it's just as bad as you describe. Worse, people tend to get attached to certain phrases, creating jargon by accident.
All above = twin pennies.
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Date: 2006-02-02 12:18 pm (UTC)no subject
Date: 2006-02-02 12:19 pm (UTC)no subject
Date: 2006-02-02 07:32 pm (UTC)Anyway, they make degree certificates in gaming?
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Date: 2006-02-02 01:45 pm (UTC)It's very frustrating, because I'd like to improve my GMing and playing. But I read that push and pull stuff, and half the time I think I do one and half the time I think I do the other and I can't figure out what are the positive and negative aspects of my GMing and nothing they're saying sounds quite like what I like as a player anyway...
BTW, you keep saying INWAY above -- do you mean IWNAY? Or is INWAY something different that I Will Not Abandon You?
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Date: 2006-02-02 06:03 pm (UTC)Anyway, yeah, I saw you throw in a comment on the hilariously obtuse "Amber players are getting constantly dicked by their GMs--they'll leap to play my system!" thread. I haven't actually found much common ground with the big crop of Forge theorists... Used to be, sometimes there would be a useful discussion, and I'd follow it until people started spinning jargon from it or into it, and that would be the end of its usefulness.
I really enjoy talk abot the whichness of the why when it comes to roleplaying... It's so hard to find on the internet, though.
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Date: 2006-02-02 06:16 pm (UTC)What I do know is, I love the Amber system precisely because it is so minimal. (Even as I frequently hate many of the details of the system as given in the rulebook.) I feel like I could GM and play for decades and not even start to exhaust the potential of simple systems like this.
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Date: 2006-02-02 05:03 pm (UTC)no subject
Date: 2006-02-02 07:34 pm (UTC)My suspicions about the causes of the rest of it are also unflattering.
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Date: 2006-02-03 06:35 am (UTC)My rant in particular would be against shifting and vague definitions; losing the references to the original; and defining jargon with other jargon. While Meg's post might remind you of other bad stuff, she doesn't use any terms in her post that she doesn't define in the same article. So unlike some, her post doesn't require you to know prior jargon to understand. It's a little vague and touchy-feely, but that's not a jargon thing.
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Date: 2006-02-03 07:27 am (UTC)And that doesn't even begin to address the utter uselessness of a made-up word that confuses and excludes where a sentence or two of English could start a good discussion.
Meg's post "reminds me of other bad stuff," and it is bad in its own right. Interesting idea, craptastic method.
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Date: 2006-02-03 07:53 am (UTC)I missed that in the comments, buried 40 deep. (Who knew?) OK, fair point then.
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Date: 2006-02-03 02:58 am (UTC)After seeing the same themes play out so many times in so many forums, going back over ten years, I came to the conclusion that gamers-- and I include myself-- are primadonnas when it comes to actually discussing the hobby and how it relates to them. Thus the constant ever finer graining of definitions leading ultimately nowhere.
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Date: 2006-02-03 07:32 am (UTC)Anyway, I like endless discussions of the same stuff, because I see changes in attitudes over time. And some definitions have use; the whole "munchkin/power gamer" thing was fun, at least. Because it was defined, dagnabbit! [/crochety mountain man]
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Date: 2006-02-03 09:32 pm (UTC)Jargon is bad when it:
• is constructed based on whimsical or idiosyncratic criteria, often dragging in emotional or ideological baggage that then gets denied (cf. "Impossible Thing Before Breakfast")
• isn't well-defined in the community that uses it (SIS, Lumpley Principle)
• is used to cover up poorly-constructed categories and structures of thought through reification ("Simulationism"--there's a word for it, so it must exist, and since it's not Narrativism, I can use my Narrativist tribal identity to explain that the stuff I hate all belongs to the "Simulationist" category)
• is used to signal adherence or submission to particular ideology
• does a bunch of other things, probably.
There's a pretty good thread over on Harnforum right now that has to do with a game that John has discussed over in his LJ. It gets absolutely nowhere while people argue about definitions of GNS vs. Threefold terms, then, amusingly, a guy who self-identifies as a Forge-type Narrativist shows up and offers advice on "running a Sim game" even though he doesn't "do Sim". Which turns out to be extremely insightful advice (in general--some of the specifics might be overdone or off the mark) once he drops the jargon and the habit of contrasting his recommendations against some putative Simulationist category of play.
On the other hand, there's some great jargon that I've seen, yes, on the Forge. It comes from first forming a useful concept and then giving a name to it. I'd point to Currency, Layering, and Resources as examples, even though they probably could be explained far better than the current spaghetti-reference style in the Forge glossary. Stances work well, although I frankly don't see the point in changing the names from what was earlier done in rec.games.frp.advocacy: the categories are the same as far as I can tell, except that one of them (Audience) was dropped going from Usenet to the Forge. Drama/Fortune/Karma is sort of useful except that it was "borrowed" from Everway and redefined without changing the terms. Everway's definitions match the commonsense meanings of the words reasonably well, while the Forge concept of "Drama" is (all-too-typically) idiosyncratic.
Quotation of Plato
Date: 2009-11-25 04:33 pm (UTC)Only the dead have seen the end of the war.
Quotation of Plato