RPG Theory Glossary: I
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Index
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IIEE
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Short for Intent, Initiative, Execution, and Effect, referring
to the relationship between announcements of action by real
people and the establishment of those actions into the shared
imaginary game-world. How actions and events in the imaginary
game-world are resolved in terms of real-world announcement and
imaginary order of occurrence.
References:
The four steps of action
What is IIEC?
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Illusionism
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A term for styles where the GM has tight control over the
storyline, by a variety of means, and the players do not recognize
this control. Coined by Paul Elliot on the Gaming Outpost in
January 2001. See also Participationism.
References:
I am a 13th Level Illusionist (!)
What is Illusionism?
Illusionism: a new look and a new approach
Illusionism and GNS
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Immersion
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This is used to mean varying states of being involved in the game.
It may refer to close emotional identification with one's PC,
and/or narrow focus on the in-game reality (diegesis), and/or
actively trying to cut out meta-game information and view things
from the Point-of-View of your character.
References:
Feeble attempt at defining immersion
thoughts on why immersion is a tar baby
Immersive Story: A View of Role-played Drama
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The Impossible Thing Before Breakfast
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A term coined by Ron Edwards for the hypothetical phrase: "The GM
is the author of the story and the players direct the actions of
the protagonists." He suggests that this concept is widely repeated
across many role-playing texts -- but the essence of it is contradictory.
References:
GNS and Other Matters of Role-playing Theory, Chapter Five
Narrativism: Story Now
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In-Character
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This is a broadly-used term with multiple meanings. (1) Direct
in-character speech and action -- i.e. when the player and the PC
are exactly one-for-one equivalent. (2) Any described action
of a PC which is consistent with the imagined character.
(3) Thinking in-character, i.e. In-Character Stance.
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In-Character Stance
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One of the four stances from Kevin Hardwick's Narrative
Stance Model. This refers to the view of the game from
within the inside of the game world and its reality, usually from
within the mind of a player character living within that reality.
The player is thinking as the character -- he doesn't
acknowledge Out-of-Character (OOC) information and tries to
concentrate on what the character is experiencing.
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Incoherence
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Within GNS theory, play which includes incompatible combination
of GNS priorities. This can mean clash of priorities among
players (i.e. one player wants to just live as her character while
another wants to defeat his enemies). It can also mean clash
within a game design. A commonly cited example is a game like
Vampire: The Masquerade which claims to pursue story, but
the mechanics (supposedly) do not support this.
Abashedness is a term for a minor, correctable
form of Incoherence.
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Intuitive Continuity
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A term coined in the game
Underworld. This is a method of GMing RPG sessions
where the GM uses the players' interests and actions during
initial play to construct the back-story of the scenario
retroactively.
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John H. Kim
<jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008