This week has seen some new ground explored, both from existing models and from different perspectives.
Common Perspectives
Jeff Tidball relates a classification of comic artists and fans to those who design and run RPGs. He describes four camps or perspectives and suggests they are socially emergent, with many people traveling between them. The four camps are: classicists - who craft RPGs as a perfection of the form, animists - who craft RPGs to be affecting, formalist - who seek new forms and experiment with RPGs, and iconoclasts - who craft RPGs to educate and relate the everyday human condition.
Conservation of Trust
Rich Warren brings up the question of trust within RPGs. He suggests that trust is something which is split among (at least) the game system, the GM, and the players. He then argues that this trust is somewhat conserved, meaning a loss in (for example) trust in the GM must be made up by an increase in system or player trust. He further suggests that this balance of trust is also a matter of individual preferences, based on good and bad experiences, and that when trust need aren't met various problems can arise.
Social-Play Model
Adam Dray presents his model for how players, social contracts, and play interact. Building from the Big Model, he splits the procedures and agreements of play from the common fictional elements in play. Bridging these he uses resolution, specifically the chain of events: Intent, Initiation, Execution, and Effect that leads to resolution. As the third part of the model, he sets up the feedback loop, with the players as individuals. Thus each player has a perspective of the fiction in play and each player has their own goals from which to forge the social contract and play procedures.
It should be mentioned here that the classification of comics artists that Tidball uses is from Scott McCloud's Understanding Comics.
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