Difference between revisions of "Prompting Techniques"
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== Using the pattern == | == Using the pattern == | ||
− | [[Diegetic Consistency]] | + | [[Prompting Techniques]] can be introduced both as ways of communicating that specific types of [[Scenes]] should start or that ongoing [[Scenes]] should end. The primary concern when designing them is to find prompts that are easily noticed but maintain [[Diegetic Consistency]] or at least do not disrupt other activities (the ''feather play'' technique mentioned above is an example of the latter). This often means that it makes sense to have different [[Prompting Techniques]] for different types of [[Scenes]]. |
− | [[Scenes]] | + | |
+ | [[Prompting Techniques]] are typically invitations or suggestions to change [[Scenes]] but may be demands when they come from [[Game Masters]] instead of players. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | As mentioned above, [[Prompting Techniques]] is a way to avoid [[Non-Diegetic Communication]] and thereby support [[Diegetic Consistency]] | + | As mentioned above, [[Prompting Techniques]] is a way to avoid [[Non-Diegetic Communication]] and thereby support [[Diegetic Consistency]]. |
=== Interface Aspects === | === Interface Aspects === |
Revision as of 13:42, 5 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Feather Play[1] is a technique that allows a discrete way of indicating to other players that one wishes to initiate a sexual encounter without interrupting gameplay. The Liquor on the Table[2] is another that is used to show that players should bring conflict to a breaking point in a scene.
Using the pattern
Prompting Techniques can be introduced both as ways of communicating that specific types of Scenes should start or that ongoing Scenes should end. The primary concern when designing them is to find prompts that are easily noticed but maintain Diegetic Consistency or at least do not disrupt other activities (the feather play technique mentioned above is an example of the latter). This often means that it makes sense to have different Prompting Techniques for different types of Scenes.
Prompting Techniques are typically invitations or suggestions to change Scenes but may be demands when they come from Game Masters instead of players.
Diegetic Aspects
As mentioned above, Prompting Techniques is a way to avoid Non-Diegetic Communication and thereby support Diegetic Consistency.
Interface Aspects
As a way of letting players signal to each other how gameplay should be shaped, Prompting Techniques can be seen as a Interface Pattern.
Consequences
Prompting Techniques are one specific type of Meta-Techniques.
Relations
Can Instantiate
Diegetic Consistency, Meta-Techniques
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ entry for the technique Feather Play on the Nordic LARP wiki.
- ↑ entry for the technique The liquor on the Table on the Nordic LARP wiki.
Acknowledgements
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