RPG Theory Glossary: S

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Scene Framing
In general, the technique of skimming through time in the game to a particular time and place of interest. This is ubiquitous in tabletop role-playing, though not completely necessary. Some systems specifically address Scene Framing, such as Trollbabe, which has mechanics for how a scene is established.
References:
Scene Framing
Scene Framing and octaNe
Scene Framing
 
Screen Time
How much attention is paid to a player's actions by the GM and other players -- analogous to how much time a movie character spends on-screen. Also known as "Spotlight Time".
 
Setting
In general, the fictional game-world within which a game is set. Within Ron Edwards' Big Model this is one of the five components of Exploration.
 
Shared Imaginary Space
A Forge term coined by Fang Langford for the fictional events which occur during play. Synonymous with diegesis and exploration.
References:
Railroading, Star Wars, and more
Beeg Horseshoe Theory Revisited
Clarifying Simulationism
 
Simulationism
A term used in the Threefold Model, the GNS Model, and GENder Theory. In the original Threefold, it is defined as the style which values resolving in-game events based solely on game-world considerations, without allowing meta-game concerns to affect the decision. In GENder and later GNS articles, it is instead defined in terms of prioritizing Exploration and The Dream.
References:
The Threefold Model FAQ
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
Threefold Simulationism Explained
 
Simulationist-by-habit
A term from the Forge coined by Jesse Burneko for a form of synecdoche which defines "role-playing" according to certain historically-widespread Simulationist approaches to play. A good example is: "The system's job is to provide the physics of the game-world".
References:
Questions About How To Read The Descriptions of Demon Powers
Deadlands and Trial
 
Situation
In narrative theory terms, this is the circumstances of the main characters of a narrative. Within Ron Edwards' Big Model, this is one of the five components of Exploration.
 
Social Context
How role-playing as an activity relates to one's social life in general. In particular, it concerns whether you game with people who you would not otherwise spend time with -- or whether you game with your close friends and relations.
References:
Social Context
Self-image
Gay culture / Gamer culture
What does role-playing gaming accomplish?
Christian gamers and self-esteem
Sexism in gaming
 
Social Contract
Within GNS theory, the sum of all interactions and relationships among members of the role-playing group. All role-playing is a subset of the Social Contract. This is similar to the earlier definition of Group Contract from rgfa.
 
Specialist
One of Robin Law's seven player types, expanded from the four Blacow Player Types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
 
Stakes
In GNS theory, what stands to be lost and/or gained during Gamist play; the term may be applied at either or both Step on Up or Challenge levels of play.
References:
Gamism: Step On Up
 
Stance
Cognitive position of real person to fictional character. This originates from Kevin Hardwick's Narrative Stance Model on rgfa. However, usage on The Forge differs. The original model had four stances: in-character, audience, actor, and director. The Forge refers to only three stances: Author, Actor, and Director. A fourth stance, Pawn, is sometimes separated out from Author.
References:
Is Director Stance Real?
Further on Stances
Making Stuff Happen non-Stance
Stance Theory: The Hegemony of One Character
 
Step On Up
Within the GNS model, the characteristic phrase of Gamism. It is defined as "social assessment in the face of risk".
References:
Gamism: Step On Up
 
Story
A tricky term. Most theorists agree that the concept of "story" is more specific than just a fictional series of events. Thus, RPG play may not create a "story" even though it plays through fictional events. However, the qualities of a story are nebulous. It generally has a message -- so a story has a beginning and an ending which resolves a conflict into some sort of moral message.
References:
Story and Narrative Paradigms in RPGs
Narrativism: Story Now
 
Story Now
Within the GNS model, the characteristic phrase of Narrativism. This is defined as the mode (or Creative Agenda) "in which Premise is addressed through play".
References:
Narrativism: Story Now
 
Storymap
A technique of scenario presentation in which all participants present situations, locales, problems, and characters -- after which most of the participants choose characters to play individually. A term from the upcoming game "Legends of Alyria".
References:
Legends of Alyria Official Site
 
Storyteller
A term used for many things. (1) A game system and series of individual games published by White Wolf. (2) A term for the gamemaster used in White Wolf and other games. (3) One of the four Blacow Player Types which was adopted by Robin Laws for his seven player types.
References:
Robin's Laws of Good Gamemastering
Player Types (from Glen Blacow and Robin D. Laws)
 
Synecdoche
In general English, a figure of speech in which a part is used for the whole (as hand for sailor) or the whole for a part (as the law for police officer). It is cited by Ron Edwards as a frequent conceptual mistake in understanding of the GNS model -- essentially using the three categories to pidgeonhole play, or associating all of role-playing with only one category.
References:
GNS and Other Matters of Role-playing Theory
 
System
A broadly used term with multiple meanings. It often is used to mean all mechanics within a published game, including character creation, conflict or task resolution, experience, and any other text phrased as a rule to the players. On the Forge, "System" is sometimes defined as "the means by which imaginary events are established during play" (see the Lumpley Principle).
 

John H. Kim <jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008