draft/themes.txt
branchecjdr
changeset 69 fca7a1e98027
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     1 * Qu'est-ce que le jeu de rôle? [in jdrdef; en cours]
     1 * Qu'est-ce que le jeu de rôle? [in jdrdef; en cours]
     2 
     2 
     3 ** Définition du jeu de rôle:
     3 ** Définition du jeu de rôle
     4 
     4 
     5 - Abbrev. JdR ou jdr. Pl. Jeux de rôle. Jeu dans lequel les participants
     5 - Abbrev. JdR ou jdr. Pl. Jeux de rôle. Jeu de négociations entre
     6   décrivent les actions de personnages imaginaires dans un cadre
     6   participants des évènements se passant dans un espace imaginaire
     7   (décor) fixé d'avance et selon des règles de résolution déterminées
     7   commun (rêvalité).
     8   par le jeu.
     8 
     9 
     9 *** Objectifs
    10 *** Plusieurs composants:
    10 
    11 
    11 Avoir du plaisir (jouer) en:
    12 - Le Jeu (Règles, objectifs)
    12 
    13 - Les Participants
    13 - Rêvant;
    14 - Description des actions
    14 
    15 - Personnages imaginaires
    15 - Participant;
    16 - Cadre fixé d'avance
    16 
    17 - Règles de résolution fixées par le jeu.
    17 - Racontant quelque chose;
       
    18 
       
    19 Le modèle des jouets indique que ces trois objectifs sont tous
       
    20 nécessaires.  Le GNS ajoute qu'un seul objectif doit avoir la priorité
       
    21 sur les autres.  La définition de chacun des termes est vague.
       
    22 
       
    23 *** Manière
       
    24 
       
    25 - Le contrat social détermine comment la négociation se déroule.
       
    26 
       
    27 - Le système est l'ensemble des moyens techniques auquel les joueurs
       
    28 choisissent d'abdiquer pour régler certains aspects de la négociation
       
    29 défini par le contrat social.
       
    30 
       
    31 - Un moyen technique est une procédure permettant de transformer la rêvalité en 
    18 
    32 
    19 ** Correspondance avec le modèle des jouets
    33 ** Correspondance avec le modèle des jouets
    20 
    34 
    21 Est-ce que cette définition respecte le modèle des jouets?  C'est la
    35 Est-ce que cette définition respecte le modèle des jouets?  C'est la
    22 preuve la plus facile mais en même temps celle qui prouve le moins.
    36 preuve la plus facile mais en même temps celle qui prouve le moins.
    57 - Règles de "simulation"
    71 - Règles de "simulation"
    58 - Durée
    72 - Durée
    59 
    73 
    60 * Modèle des jouets [cf. jjch]
    74 * Modèle des jouets [cf. jjch]
    61 
    75 
       
    76 ** Le Jeu
       
    77 
       
    78 **** GM-tasks (from lumpley.txt):
       
    79 
       
    80 - start and stop scenes;
       
    81 
       
    82 - truth regulation; what happens?
       
    83 
       
    84 - orchestrated conflicts;
       
    85 
       
    86 *** From HowRPGRulesWork.txt
       
    87 
       
    88 On 1-20-05, *Vincent* wrote:
       
    89 
       
    90 ------------------------------------------------------------------------
       
    91 Ben, I reread that thread, most of it anyway. Here's a thing:
       
    92 
       
    93 The goal of designing rules is to change social contract.
       
    94 
       
    95 When I design a set of rules, I'm trying to change the way that people
       
    96 relate to one another, within the confines of the game. I'm trying to
       
    97 force, trick, or provoke them into treating one another in particular,
       
    98 possibly unnatural ways. I'm fuckin' around with their working creative
       
    99 relationships.
       
   100 
       
   101 Beyond apportioning credibility, rules create /permission/ and
       
   102 /expectation/. Permission and expectation are the real building blocks
       
   103 of social contract; cunningly designed rules have access to human
       
   104 interactions at a deep level.
       
   105 
       
   106 So, sure, there are no complete RPGs; as you say, the complete RPG is
       
   107 playerless. It may work better to think of RPG rules as strong or weak,
       
   108 flexible or brittle: a strong RPG draws the players into its particular
       
   109 play, where a weak one allows them to play however comes naturally. A
       
   110 flexible RPG can survive or redirect a broad range of preexisting social
       
   111 dynamics, where a brittle one requires a particular social dynamic to
       
   112 already be in place, or the game crashes.
       
   113 
       
   114 Am I making sense? Am I kind of on your topic?
       
   115 
       
   116 /*I bumped this thread up to the front page. Let's talk about my diagrams
       
   117 here.*/
       
   118 
       
   119 ------------------------------------------------------------------------
       
   120 
       
   121 ** Le Jouet
       
   122 
       
   123 ** L'Histoire
       
   124 
       
   125 *** Why a character died? (from lumpley.txt):
       
   126 
       
   127   When a character dies in a novel or a movie, it's a) to establish
       
   128   what's at stake, b) to escalate the conflict, or c) to make a final
       
   129   statement.  Or perhaps some combination. It's never by accident or
       
   130   for no good reason, unlike in real life.
       
   131 
       
   132 
    62 ** Les types psychologiques
   133 ** Les types psychologiques
    63 
   134 
    64 *** Type 0: le décrocheur
   135 *** Type 0: le décrocheur
    65 
   136 
    66 N'a aucun intérêt à jouet.
   137 N'a aucun intérêt à jouet.
   117 certaines explicites, d'autres implicites.  Ne serait-ce que celle de
   188 certaines explicites, d'autres implicites.  Ne serait-ce que celle de
   118 prendre son tour de parole et de s'assurer que tous puissent
   189 prendre son tour de parole et de s'assurer que tous puissent
   119 participer.
   190 participer.
   120 
   191 
   121 * Système de résolution [cf. Résolution]
   192 * Système de résolution [cf. Résolution]
       
   193 
       
   194 ** Meta-gaming elements in Resolution
       
   195 
       
   196 [From Burning Down the Firewall in lumpley.txt:]
       
   197 
       
   198 *** Out-of-scene characters
       
   199 
       
   200 Conventional wisdom: *if your character's not in the scene, you can't
       
   201 participate.*
       
   202 
       
   203 Text from Dogs in the Vineyard:
       
   204 
       
   205     The game calls for lots of free table talk, with you and your fellow
       
   206     players calling out suggestions, kibitzing, and expanding on one
       
   207     another's descriptions. Don't shut your mouth just because your
       
   208     character's off the stage.
       
   209 
       
   210 *** Metagame knowledge
       
   211 
       
   212 Conventional wisdom: *if your character's not in the scene, you
       
   213 shouldn't let information from the scene influence your actions.*
       
   214 
       
   215 Text from Dogs:
       
   216 
       
   217     The game works *even better* when you bring your own metagame
       
   218     knowledge into your character's actions. If you're choosing between
       
   219     two possible, realistic actions for your character to take, don't
       
   220     limit your decision-making to your character's point of view. Choose
       
   221     the one that *you* prefer!
       
   222 
       
   223 *** Immersive Surprise
       
   224 
       
   225 Conventional wisdom: *when your character's surprised, you should be
       
   226 surprised.*
       
   227 
       
   228 I can't beat Ron Edwards' answer to this one. The whole answer's here on
       
   229 the Forge <http://www.indie-rpgs.com/viewtopic.php?p=114267#114267>, but
       
   230 here's a quote:
       
   231 
       
   232     I'm now going to say something very harsh - traditionally, the focus
       
   233     on "must ... surprise ... players!" is trying to solve the basic
       
   234     problem that the encounter with, e.g., the goblins, is fundamentally
       
   235     a stupid and irrelevant event in the game. Gotta have a fight.
       
   236     Goblins. Must make it exciting. Um, well, I guess the only way is to
       
   237     "get into character" and "be surprised," so I gotta figure out how.
       
   238     OK, tell them to immerse, surprise the characters with GM-rolls-it
       
   239     Perception checks, and thus the players will be surprised, right?
       
   240 
       
   241     Wrong. The perception check is a big fat meaningless waste - the
       
   242     encounter only takes on player-relevance if, in fact, the goblins
       
   243     are relevant to the Creative Agenda of this group.
       
   244 
       
   245 *** Out-of-scene Participation
       
   246 
       
   247 Conventional wisdom: *it's boring when your character's not in the scene.*
       
   248 
       
   249 Text from Dogs:
       
   250 
       
   251     Like every social fun, playing Dogs in the Vineyard depends on
       
   252     constant feedback and demonstrated enthusiasm. When somebody says
       
   253     something cool, show it. When something's funny, laugh. When you
       
   254     have a suggestion, shout out. (I know, I know, duh, right? I only
       
   255     mention it because I've played other games where you didn't, y'know,
       
   256     do things like that.)
       
   257 
       
   258     Also, to really deliver, the game shouldn't be isolated from your
       
   259     regular socializing, it should blend in. Chat about the game before
       
   260     and after, just like you would a book or TV show or movie. Chat
       
   261     about books and movies and catch up with each other, during! You can
       
   262     think of it as commercial breaks if you want, but tied to the social
       
   263     rhythms of your little group, not on TV's 15-minute cycle. If the
       
   264     game's worth playing, it'll draw your attention back in.
       
   265     Interspersing some time of just hanging out like friends can be
       
   266     pretty effective for maintaining a pace, prolonging suspense, and
       
   267     giving payoff moments real punch, so don't worry too much about
       
   268     digressions.
       
   269 
       
   270     ...
       
   271 
       
   272     Your game will have an overall story, made up of the interwoven
       
   273     individual stories of your characters. If it's not as fun and
       
   274     engaging as the best TV shows, I haven't done my job.
       
   275 
       
   276 ** Conflicts vs Tasks Resolution
       
   277 
       
   278 *** From lumpley.txt:
       
   279 
       
   280 In task resolution, what's at stake is the task itself. "I crack the
       
   281 safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at
       
   282 stake is: do you crack the safe?
       
   283 
       
   284 In conflict resolution, what's at stake is why you're doing the task. "I
       
   285 crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   286 What's at stake is: do you get the dirt on the supervillain?
       
   287 
       
   288 Task resolution is succeed/fail. Conflict resolution is win/lose. You
       
   289 can succeed but lose, fail but win.
       
   290 
       
   291 In conventional rpgs, success=winning and failure=losing only provided
       
   292 the GM constantly maintains that relationship - by (eg) making the safe
       
   293 contain the relevant piece of information after you've cracked it. It's
       
   294 possible and common for a GM to break the relationship instead, turning
       
   295 a string of successes into a loss, or a failure at a key moment into a
       
   296 win anyway.
       
   297 
       
   298 Let's assume that we haven't yet established what's in the safe.
       
   299 
       
   300 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   301 It's task resolution. Roll: Success!
       
   302 "You crack the safe, but there's no dirt in there, just a bunch of
       
   303 in-order papers."
       
   304 
       
   305 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   306 It's task resolution. Roll: Failure!
       
   307 "The safe's too tough, but as you're turning away from it, you see a
       
   308 piece of paper in the wastebasket..."
       
   309 
       
   310 (Those examples show how, using task resolution, the GM can break
       
   311 success=winning, failure=losing.)
       
   312 
       
   313 That's, if you ask me, the big problem with task resolution: whether you
       
   314 succeed or fail, the GM's the one who actually resolves the conflict.
       
   315 The dice don't, the rules don't; you're depending on the GM's mood and
       
   316 your relationship and all those unreliable social things the rules are
       
   317 supposed to even out.
       
   318 
       
   319 Task resolution, in short, puts the GM in a position of priviledged
       
   320 authorship. Task resolution will undermine your collaboration.
       
   321 
       
   322 (later, in Practical Conflict Resolution Advice):
       
   323 
       
   324 In Conflicts Resolution, Success/Failure give you a bonus/malus on
       
   325 accessing what's at stake.
   122 
   326 
   123 ** Niveau de compétence et difficulté [competences.txt]
   327 ** Niveau de compétence et difficulté [competences.txt]
   124 
   328 
   125 *** Corrélation entre Action et Compétence
   329 *** Corrélation entre Action et Compétence
   126 
   330 
   212 de façon rationnelle ou pas?
   416 de façon rationnelle ou pas?
   213 
   417 
   214 *** le rythme narratif
   418 *** le rythme narratif
   215 
   419 
   216 à quelle vitesse les évènements se déroulent
   420 à quelle vitesse les évènements se déroulent
       
   421 
       
   422 About suspense, from lumpley.txt:
       
   423 
       
   424 ==> Suspense comes from putting off the inevitable.
       
   425 
       
   426 Put complications to inevitable outcomes and you get suspense.
   217 
   427 
   218 *** la quantité descriptive
   428 *** la quantité descriptive
   219 
   429 
   220 y'a-t-il beaucoup d'éléments à explorer, connaître
   430 y'a-t-il beaucoup d'éléments à explorer, connaître
   221 
   431