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Posted By: wyrmwood1) It is important to that in most play there is a significant flow between rules, mechanics, and game structure on one side, and cognitive cues, dialogue techniques, and emotional responses on the other. You risk missing much of that if you artificially segregate these sides of play.
Posted By: wyrmwood2) Story-telling and body language techniques are powerful, but in many cases they are acting as just a subset ofprimingduring play. Looking at priming in RPGs is possibly one of the most important analysis directions we can take right now, but at present it seems ancillary to your "revolution". It could be a very deep well of discovery.
Posted By: wyrmwood3) Don't neglect verbal techniques, while enumerating voice and body techniques. How a particular piece of speech is phrased, and the underlying rules and guidelines for guiding it's construction offers a wealth of dialogue techniques. Apocalypse World's "address yourself to characters, not players" is just the tip of the iceberg.
Posted By: TomasHVMFlowis something to strive for in any game, whatever the balance between mechanics and techniques are.
Posted By: TomasHVMIt is easier to go into interactive flow with "softer" methods.
Posted By: wyrmwoodTomas, I wasn't talking aboutflowin the sense of a highly focused activity, but in the sense that (in essence) as play evolves among a group or even a community mechanics can become dialogue techniques and vice versa.
Posted By: wyrmwoodRemember not all minds are the same.
Posted By: wyrmwoodPersonally, I've found some modes of focused character speak break the character intensive flow much more than communicating in "mechanics-speak".
Posted By: wyrmwoodIt is very easy for me to go between emotions, abstractions, and concrete events, in many ways a good mechanic is closer to what I'm thinking than constructing dialogue or otherwise acting the part. Which is not to say that I'm not reasonably good at acting, but it becomes a performance (which is its own very different type of flow), but it actively interferes with character intensive flow. For that I'd prefer to communicate in mechanics and unaffected dialogue.
Posted By: wyrmwoodMy brain almost certainly works differently than yours, so I don't doubt for you (and many others), your statement is true. So just remember not to simply generalize how your own mind works to everyone else.
Posted By: TomasHVM-Techniquesare based on dialogue. The fiction of the game is created directly by the dialogue.-Mechanicsare based on some element outside of our body (dice, coins, cards, etc.). They only affect the fiction through the dialogue (describing consequences), so the mechanics are one additional step removed from the fiction, compared to the techniques.
Posted By: Zac in VirginiaAugh the acting vs. roleplay distinction is really good! But it doesn't line up with improv - improvisational actors consider themselves, well, actors, even though they don't employ pre-made dialogue or characters. Thoughts?
Posted By: Zac in Virginiacompared to mechanical techniques like "when two characters are competing over something, have each player say why their character deserves it more. The group as a whole + GM should vote on the outcome".
Posted By: TomasHVMThis is a technique of leadership and communication, not of mechanics.
Posted By: TomasHVMPosted By: wyrmwoodRemember not all minds are the same.
Posted By: David BergTomas, I think you missed Mendel's point. He was specifically responding to your assertion that "It is easier to go into interactive flow with 'softer' methods." He said that, for him, it isnoteasier. I think we can take him at his word.
Posted By: TomasHVMEmpowerment, gut-wrenching conflicts and vivid consequences wins the day, in my experience.
Posted By: TomasHVM- disclosing possible emotional reactions, and helping players in portraying them
Posted By: vulpinoidA "Mechanic" in Australian English, is a person who manipulates a "Mechanism", they often do so by following a specific "Methodology".
Posted By: TomasHVMPointing in the right directionis what I intend to do in my new version ofFabula;- I'll try to explain the method of the game quite simply, to empower the leader and players of the game- and I'll explain the method quite precisely, to make them set off in the right direction