RPG Theory Glossary: S
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Index
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Scene Framing
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In general, the technique of skimming through time in the game to a
particular time and place of interest. This is ubiquitous in
tabletop role-playing, though not completely necessary. Some
systems specifically address Scene Framing, such as
Trollbabe, which has
mechanics for how a scene is established.
References:
Scene Framing
Scene Framing and octaNe
Scene Framing
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Screen Time
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How much attention is paid to a player's actions by the GM and
other players -- analogous to how much time a movie character spends
on-screen. Also known as "Spotlight Time".
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Setting
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In general, the fictional game-world within which a game is set.
Within Ron Edwards' Big Model this is one of
the five components of Exploration.
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Shared Imaginary Space
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A Forge term coined by Fang Langford for the fictional events which
occur during play. Synonymous with diegesis
and exploration.
References:
Railroading, Star Wars, and more
Beeg Horseshoe Theory Revisited
Clarifying Simulationism
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Simulationism
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A term used in the Threefold Model, the
GNS Model, and GENder Theory.
In the original Threefold, it is defined as the style which values
resolving in-game events based solely on game-world considerations,
without allowing meta-game concerns to affect the decision.
In GENder and later GNS articles, it is instead defined in
terms of prioritizing Exploration and
The Dream.
References:
The Threefold Model FAQ
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
Threefold Simulationism Explained
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Simulationist-by-habit
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A term from the Forge coined by Jesse Burneko for a form of
synecdoche which defines "role-playing" according to certain
historically-widespread Simulationist approaches to play.
A good example is: "The system's job is to provide the physics
of the game-world".
References:
Questions About How To Read The Descriptions of Demon Powers
Deadlands and Trial
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Situation
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In narrative theory terms, this is the circumstances of the main
characters of a narrative. Within Ron Edwards'
Big Model, this is one of the five components
of Exploration.
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Social Context
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How role-playing as an activity relates to one's social life in
general. In particular, it concerns whether you game with people
who you would not otherwise spend time with -- or whether you
game with your close friends and relations.
References:
Social Context
Self-image
Gay culture / Gamer culture
What does role-playing gaming accomplish?
Christian gamers and self-esteem
Sexism in gaming
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Social Contract
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Within GNS theory, the sum of all interactions
and relationships among members of the role-playing group.
All role-playing is a subset of the Social Contract. This is
similar to the earlier definition of Group Contract
from rgfa.
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Specialist
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One of Robin Law's seven player types, expanded from the four
Blacow Player Types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
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Stakes
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In GNS theory, what stands to be lost and/or gained during Gamist play;
the term may be applied at either or both Step on Up or Challenge
levels of play.
References:
Gamism: Step On Up
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Stance
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Cognitive position of real person to fictional character.
This originates from Kevin Hardwick's Narrative
Stance Model on rgfa. However, usage on The Forge
differs. The original model had four stances: in-character,
audience, actor, and director. The Forge refers to only three
stances: Author, Actor,
and Director. A fourth stance,
Pawn, is sometimes separated out from Author.
References:
Is Director Stance Real?
Further on Stances
Making Stuff Happen non-Stance
Stance Theory: The Hegemony of One Character
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Step On Up
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Within the GNS model, the characteristic phrase of
Gamism. It is defined as "social assessment
in the face of risk".
References:
Gamism: Step On Up
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Story
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A tricky term. Most theorists agree that the concept of "story" is
more specific than just a fictional series of events. Thus, RPG
play may not create a "story" even though it plays through fictional
events. However, the qualities of a story are nebulous. It generally
has a message -- so a story has a beginning and an ending which
resolves a conflict into some sort of moral message.
References:
Story and Narrative Paradigms in RPGs
Narrativism: Story Now
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Story Now
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Within the GNS model, the characteristic phrase of
Narrativism. This is defined as the mode
(or Creative Agenda) "in which Premise is
addressed through play".
References:
Narrativism: Story Now
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Storymap
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A technique of scenario presentation in which all participants
present situations, locales, problems, and characters -- after which
most of the participants choose characters to play individually.
A term from the upcoming game "Legends of Alyria".
References:
Legends of Alyria Official Site
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Storyteller
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A term used for many things. (1) A game system and series of
individual games published by White Wolf. (2) A term for the
gamemaster used in White Wolf and other games. (3) One of the four
Blacow Player Types which was adopted by Robin Laws
for his seven player types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
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Synecdoche
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In general English, a figure of speech in which a part is used for
the whole (as hand for sailor) or the whole for a part (as the law
for police officer). It is cited by Ron Edwards as a frequent
conceptual mistake in understanding of the GNS
model -- essentially using the three categories to pidgeonhole
play, or associating all of role-playing with only one category.
References:
GNS and Other Matters of Role-playing Theory
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System
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A broadly used term with multiple meanings. It often is used to
mean all mechanics within a published game, including character
creation, conflict or task resolution, experience, and any other
text phrased as a rule to the players. On the Forge, "System" is
sometimes defined as "the means by which imaginary events are
established during play" (see the
Lumpley Principle).
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John H. Kim
<jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008