Difference between revisions of "Meta-Postures"
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== Using the pattern == | == Using the pattern == | ||
− | [[Non-Diegetic Communication]] | + | The design of [[Meta-Postures]] consist of selecting which information should be possible to exchange through [[Non-Diegetic Communication]] and selecting gestures or postures. The latter requires consideration regarding how easy they are to learn, how distinct they are from each other, how well they fit in with [[Enactment]] players are likely to be doing, and how noticeable they are (which is a balance between being easy to detect and breaking [[Diegetic Consistency]]). |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | [[Meta-Postures]] is one subgroup to [[Meta-Techniques]]. Another, [[Substitute Actions]], work against [[Meta-Postures]] regarding how to solve the same design problems. While [[Meta-Postures]] can support [[Diegetic Consistency]] by making some [[Non-Diegetic Communication]] more discrete, it may also increase the amount of [[Non-Diegetic Communication]] which can counteract its purpose. | + | [[Meta-Postures]] is one subgroup to [[Meta-Techniques]]. Another, [[Substitute Actions]], work against [[Meta-Postures]] regarding how to solve the same design problems. The pattern limits [[Enactment]] somewhat since players may not have a full range of postures and gestures available while presenting a [[Meta-Postures|Meta-Posture]]. |
+ | |||
+ | While [[Meta-Postures]] can support [[Diegetic Consistency]] by making some [[Non-Diegetic Communication]] more discrete, it may also increase the amount of [[Non-Diegetic Communication]] which can counteract its purpose. | ||
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Enactment]], | ||
[[Non-Diegetic Communication]] | [[Non-Diegetic Communication]] | ||
Revision as of 08:33, 6 July 2014
Postures and gestures that convey gameplay information that can be performed while roleplaying.
Players of Live Action Roleplaying Games may need to communicate with each other about issues related to the game state. Meta-Postures is a way of being able to do this while continuing to roleplay by letting certain postures or gestures have pre-agreed meanings.
Contents
Examples
Meta-Postures are used in Live Action Roleplaying Games. One example of such a posture is that of holding your arms crossed over your chest which in the Mind's Eye Theatre rules show that the vampire you are playing is obfuscated. Another example can be found in the Avatar System where players make a hand symbol to indicate that a discussion is taking place outside the game[1].
Using the pattern
The design of Meta-Postures consist of selecting which information should be possible to exchange through Non-Diegetic Communication and selecting gestures or postures. The latter requires consideration regarding how easy they are to learn, how distinct they are from each other, how well they fit in with Enactment players are likely to be doing, and how noticeable they are (which is a balance between being easy to detect and breaking Diegetic Consistency).
Diegetic Aspects
Interface Aspects
Being a pattern of how players can signal each other through postures and gestures, Meta-Postures is a Information Pattern.
Consequences
Meta-Postures is one subgroup to Meta-Techniques. Another, Substitute Actions, work against Meta-Postures regarding how to solve the same design problems. The pattern limits Enactment somewhat since players may not have a full range of postures and gestures available while presenting a Meta-Posture.
While Meta-Postures can support Diegetic Consistency by making some Non-Diegetic Communication more discrete, it may also increase the amount of Non-Diegetic Communication which can counteract its purpose.
Relations
Can Instantiate
Diegetic Consistency, Meta-Techniques
Can Modulate
Enactment, Non-Diegetic Communication
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Non-Diegetic Communication, Substitute Actions
History
New pattern created in this wiki.
References
- ↑ Stark, L. 2012. Leaving Mundania - Inside the Transformative World of Live Action Role-playing Games, p. 12. Chicago Review Press.
Acknowledgements
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