I've been promising an essay about context, as I define it pertaining to RPGs. It's turning out to be a really big topic. So, instead of writing a huge manifesto, I'm going to break it into chunks. I think that will help in getting feedback and opinions, too. Here's the first bit:
What is Context?
Context, as I am defining it in terms of role-playing games, is something that helps a player contribute to the collaborative story being told. Context is like a handle to a tool that the player uses to play the game. In recent weeks, it is becoming clear to me that things that provide context can also be called player resources, and that may be a better term in the long run.
To understand where I am coming from here, you need to understand the concept of exploration as defined in the Forge's Provisional Glossary. If you aren't familiar, go do some research there until you've got it. It's one of the easier and less contentious parts of the Big Model, so don't be intimidated.
A player resource can be anything that helps with imagination. It can be something written down on a character sheet, a rule in a book, the way the resolution mechanics interact, a story that is or is not directly related to the game, a movie, another game, anything. For my purposes, let's keep our discussion of player resources to things that are known and predictable to a published game. That is, I'm talking about player resources that are under your control as a game designer.
A player resource can provide context to exploration. Context might be thought of as a compass, which gives direction and aids in exploration--it's not a map: you still need to fill in the creative details, but it helps you do so productively. Any given resource can contribute to none, some, or all of the elements of exploration (character, setting, situation, system, and color). Forthcoming posts will deal with the various types of context that can be provided.
My hope for this discussion is that we will gain a better understanding of how the rules and books we write as game designers help (or don't help) people contribute to the game. And more importantly, what types of things we can write to provide specific types of context.
For this post's comments, please limit yourself to discussion about my definition of context and player resources. We'll get into the nitty gritty soon enough.