Difference between revisions of "Prompting Techniques"

From gdp3
Jump to: navigation, search
(Potentially Conflicting With)
(Using the pattern)
Line 19: Line 19:
  
 
== 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.

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

Scenes

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Non-Diegetic Communication

History

New pattern created in this wiki.

References

  1. entry for the technique Feather Play on the Nordic LARP wiki.
  2. entry for the technique The liquor on the Table on the Nordic LARP wiki.

Acknowledgements

-