anyway.



thread: 2013-08-16 : Diagram Retrospective -plus- Ask a Frequent Question

On 2013-08-30, Christoph wrote:

Hello Vincent

I'm grappling a bit with currency. It used to be that people said that currency was "the various relationships within and between effectiveness, resource and positioning, or, more generally, within and between components of character. [...] They?re called ?components of character,? but if something other than a character has them, that?s fine with me."

With the new construction of positioning and effectiveness currency is not explicitly discussed. Applying currency to the Ok-Cycle seems a bit weird, since it's either just plain absent or at best hidden behind the fact that people just say "okay".

But anyway, I still see how I can use the concept of currency as a cue-mediated exchange rate between various components of the game (in any combination of real and fictional time-lines). It lives on another level of analysis, it's more a kind of technique you can apply to game design than a fundamental component of the dynamics present in roleplaying.

The notion of unreliable currency however seems to fall a bit out of use now that we have the notion of fictional positioning. Otherwise we have to say that "being in a car" leading to "driving to North Adams" has something to do with currency (weird, since we're talking about cause and effect more than coins...), which is kind of beside the point. So, should I worry about unreliable currency in this new context or not?



 

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