Reading-List for Forge Neophytes
M. Burrell:
There is, I'm aware, a vast backlog of articles, essays and protracted threads regarding the practice and theory of RPGs and their construction here on the Forge.
However, is there a collection of 'essential reading' for those new to the subject?
My apologies if the answer is obvious or my question inappropriate.
Thanks,
Mike.
Ron Edwards:
Hi Mike,
This is an occasional but nonethless regular question, but my answer to it tends to change. I'll set up some links for you when I get the chance. Give me a couple of days.
Best, Ron
M. Burrell:
An expansive cornucopia of gratitude and praise empties itself about your ears!
Ron Edwards:
Hi M.,
My apologies for the ridiculous delay. I've also split the posts about compiling Forge texts into their own thread so I can focus on your question.
As long as we're talking about the ideas about role-playing as a process, as discussed here and as summarized by me (a subset), then the best bet is The Provisional Forge Glossary. I'm not referring to the technical glossary portion but rather to the first section, which contains a picture and seven (7) words of defined jargon. See also Wikipedia: The Big Model for a pretty good re-drawing of the diagram (note: I have not contributed to Wikipedia, for this or any other page) and David Berg's updated personal version of the Glossary (shoot, I can't find that link - help?).
Some crucial follow-up threads:
The trilogy of Simulationism aside, Ignoring the subjective, and Constructive Denial?, which as far as I can tell nailed down the "what is Simulationism" question for good.
Here are some of the strongest actual-play based illustrations of the Big Model: [Rifts] GNS my session, Frostfolk and GNS aggravation, Narrativist Game Design and V:tM - Questions, [Vampire 2E Sabbat] Of Evil and of Simulationism , [Werewolf] complete the mission! realistically! (GNS ?), and Champs, [Shadowrun] Combat Monsters (at least after I shooed away the trolls on the second page),
I've chosen threads which illustrate the ideas in action, as opposed to threads which provide the debate-foundation for the ideas' final, or rather most current forms. I hope that's in line with what you were looking for. There are lots of earlier threads and stuff which may be useful as well, such as many of Mike's Standard Rants, and perhaps someone can help me dig up a good assortment for purposes of someone coming to the Forge and wondering what we're on about.
Best, Ron
Christoph Boeckle:
Hi
Here's the link to David Berg's thread about an updated provisional glossary.
One thread I really found extremely useful to understand more about how one can break away from the classic GM+Scenario combo was Silent Railroading and the Intersection of Scenario Prep & Player Authorship. Another topic I found extremely useful at a technical level is IIEE and DFK(itM/atE), which apply to the process of making "things" happen at all, but I can't seem to find any particularly good thread at the Forge (I learned it essentially from Vincent Baker at his blog, for example here, also check out the most recent Q&A).
Once those two points are figured out, it's easy to make sense out of a lot of moment-to-moment play situations (who is contributing what, and how is it established?) It helped me make sense out of unclear situations on a number of occasions (and then either suggest changes to the procedures for contributing or just quit the game). Very pragmatic and often easier to grasp than the more subtle concept of creative agenda.
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