Difference between revisions of "Prompting Techniques"
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− | '' | + | ''Prompts players can use while roleplaying to communicate intentions about changing scenes without breaking the diegesis.'' |
− | + | In Live Action Roleplaying, gameplay is quite often divided into scenes. However, the time to change from one scene to another may not be obvious to all involved, especially if this is something players have influence over, and the players do in these cases need to communicate about this. [[Prompting Techniques]] are ways players can make other players aware of their preferences without having to break scenes or say things that are out of place for a game's diegesis. | |
=== Examples === | === Examples === | ||
− | ''Feather Play''<ref name="Feather_Play"/> | + | [[Prompting Techniques]] have been developed for [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]]. ''Feather Play''<ref name="Feather_Play"/> allows players to indicate in a discrete way to other players that one wishes to initiate a sexual encounter . ''The Liquor on the Table''<ref name="The_Liquor_on_the_Table"/> is allows players in a bar environment to show the other players that they should strive to set in motion the events they had planned for the scene. |
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== Using the pattern == | == Using the pattern == | ||
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== Consequences == | == Consequences == | ||
− | [[Prompting Techniques]] are one specific type of [[Meta-Techniques]]. | + | [[Prompting Techniques]] are one specific type of [[Meta-Techniques]] that can support players' [[Enactment]]. It does this through removing some reasons for introducing [[Non-Diegetic Communication]], and thereby help players maintain [[Diegetic Consistency]] during their [[Enactment]]. |
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Enactment]], | ||
[[Scenes]] | [[Scenes]] | ||
Revision as of 13:55, 5 July 2014
Prompts players can use while roleplaying to communicate intentions about changing scenes without breaking the diegesis.
In Live Action Roleplaying, gameplay is quite often divided into scenes. However, the time to change from one scene to another may not be obvious to all involved, especially if this is something players have influence over, and the players do in these cases need to communicate about this. Prompting Techniques are ways players can make other players aware of their preferences without having to break scenes or say things that are out of place for a game's diegesis.
Contents
Examples
Prompting Techniques have been developed for Live Action Roleplaying Games. Feather Play[1] allows players to indicate in a discrete way to other players that one wishes to initiate a sexual encounter . The Liquor on the Table[2] is allows players in a bar environment to show the other players that they should strive to set in motion the events they had planned for the 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 that can support players' Enactment. It does this through removing some reasons for introducing Non-Diegetic Communication, and thereby help players maintain Diegetic Consistency during their Enactment.
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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