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Which Article Helped Get Rid of Technobabble in RPGs?


How do I technobabble without sounding like technobabble?Which game system was the computer game Hero-Quest based on?RPGs about human commandos fighting aliens like in X-Com?Looking for a meta-RPG about escapism in RPGs and the reality of one's actionsWhich book can I find grenades in?How do I technobabble without sounding like technobabble?What was this 80s book about RPGs?What published module is described in this article by The Alexandrian?Mid-to-late 1970's Space Based RPG: what was it?I've been trying to track down an old P&P RPG that I used to have years agoIn which book is Psychic Warrior?













38












$begingroup$


Some time ago I saw an article on the Internet about technobabble in RPGs, specifically about why and how to get rid of it and replace it with something better. While I'm inclined to believe that I don't need the article for my own use anymore, I find that I would like to be able to show it to others.



However, I do not remember the URL nor have a way of finding it. I do remember many features of the article and its contents, though, and I hope somebody could recognise it and point me in the right direction.



  • The body of text included '[tech]' rather than just 'technobabble' (but search engines tend to not understand such nuances of formatting); the title probably did too.

  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view (it may or may not have included any passing mentions of existing systems or mechanics). I think it was fully self-contained and not part of any specific series of articles (thus the product-identification rather than content-identification, but feel free to correct the distinction if I'm wrong).

  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.

  • It explained that this makes the dialogue less connected to the narrative.

  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around (whether or not this definition is accepted in the broader fandom is irrelevant).

  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.

  • Its example of meaningful terms included a description of a drive (either FTL or reactionless, don't remember), and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.

  • It then showed how the question of which tech part broke down, or the choice of which of several parts to try repairing first, can in a meaningful and informed manner affect the story, and in a more natural/pace-maintaining way.

  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.









share|improve this question











$endgroup$







  • 1




    $begingroup$
    Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
    $endgroup$
    – Mołot
    yesterday






  • 2




    $begingroup$
    Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
    $endgroup$
    – V2Blast
    yesterday










  • $begingroup$
    @V2Blast Cool. Waiting for it showing up as an answer.
    $endgroup$
    – vicky_molokh
    yesterday










  • $begingroup$
    There's a search engine that also parses parentheses. Search for it!
    $endgroup$
    – Zachiel
    yesterday















38












$begingroup$


Some time ago I saw an article on the Internet about technobabble in RPGs, specifically about why and how to get rid of it and replace it with something better. While I'm inclined to believe that I don't need the article for my own use anymore, I find that I would like to be able to show it to others.



However, I do not remember the URL nor have a way of finding it. I do remember many features of the article and its contents, though, and I hope somebody could recognise it and point me in the right direction.



  • The body of text included '[tech]' rather than just 'technobabble' (but search engines tend to not understand such nuances of formatting); the title probably did too.

  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view (it may or may not have included any passing mentions of existing systems or mechanics). I think it was fully self-contained and not part of any specific series of articles (thus the product-identification rather than content-identification, but feel free to correct the distinction if I'm wrong).

  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.

  • It explained that this makes the dialogue less connected to the narrative.

  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around (whether or not this definition is accepted in the broader fandom is irrelevant).

  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.

  • Its example of meaningful terms included a description of a drive (either FTL or reactionless, don't remember), and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.

  • It then showed how the question of which tech part broke down, or the choice of which of several parts to try repairing first, can in a meaningful and informed manner affect the story, and in a more natural/pace-maintaining way.

  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.









share|improve this question











$endgroup$







  • 1




    $begingroup$
    Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
    $endgroup$
    – Mołot
    yesterday






  • 2




    $begingroup$
    Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
    $endgroup$
    – V2Blast
    yesterday










  • $begingroup$
    @V2Blast Cool. Waiting for it showing up as an answer.
    $endgroup$
    – vicky_molokh
    yesterday










  • $begingroup$
    There's a search engine that also parses parentheses. Search for it!
    $endgroup$
    – Zachiel
    yesterday













38












38








38


18



$begingroup$


Some time ago I saw an article on the Internet about technobabble in RPGs, specifically about why and how to get rid of it and replace it with something better. While I'm inclined to believe that I don't need the article for my own use anymore, I find that I would like to be able to show it to others.



However, I do not remember the URL nor have a way of finding it. I do remember many features of the article and its contents, though, and I hope somebody could recognise it and point me in the right direction.



  • The body of text included '[tech]' rather than just 'technobabble' (but search engines tend to not understand such nuances of formatting); the title probably did too.

  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view (it may or may not have included any passing mentions of existing systems or mechanics). I think it was fully self-contained and not part of any specific series of articles (thus the product-identification rather than content-identification, but feel free to correct the distinction if I'm wrong).

  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.

  • It explained that this makes the dialogue less connected to the narrative.

  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around (whether or not this definition is accepted in the broader fandom is irrelevant).

  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.

  • Its example of meaningful terms included a description of a drive (either FTL or reactionless, don't remember), and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.

  • It then showed how the question of which tech part broke down, or the choice of which of several parts to try repairing first, can in a meaningful and informed manner affect the story, and in a more natural/pace-maintaining way.

  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.









share|improve this question











$endgroup$




Some time ago I saw an article on the Internet about technobabble in RPGs, specifically about why and how to get rid of it and replace it with something better. While I'm inclined to believe that I don't need the article for my own use anymore, I find that I would like to be able to show it to others.



However, I do not remember the URL nor have a way of finding it. I do remember many features of the article and its contents, though, and I hope somebody could recognise it and point me in the right direction.



  • The body of text included '[tech]' rather than just 'technobabble' (but search engines tend to not understand such nuances of formatting); the title probably did too.

  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view (it may or may not have included any passing mentions of existing systems or mechanics). I think it was fully self-contained and not part of any specific series of articles (thus the product-identification rather than content-identification, but feel free to correct the distinction if I'm wrong).

  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.

  • It explained that this makes the dialogue less connected to the narrative.

  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around (whether or not this definition is accepted in the broader fandom is irrelevant).

  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.

  • Its example of meaningful terms included a description of a drive (either FTL or reactionless, don't remember), and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.

  • It then showed how the question of which tech part broke down, or the choice of which of several parts to try repairing first, can in a meaningful and informed manner affect the story, and in a more natural/pace-maintaining way.

  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.






system-agnostic product-identification science-fiction






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited yesterday







vicky_molokh

















asked yesterday









vicky_molokhvicky_molokh

3,85521144




3,85521144







  • 1




    $begingroup$
    Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
    $endgroup$
    – Mołot
    yesterday






  • 2




    $begingroup$
    Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
    $endgroup$
    – V2Blast
    yesterday










  • $begingroup$
    @V2Blast Cool. Waiting for it showing up as an answer.
    $endgroup$
    – vicky_molokh
    yesterday










  • $begingroup$
    There's a search engine that also parses parentheses. Search for it!
    $endgroup$
    – Zachiel
    yesterday












  • 1




    $begingroup$
    Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
    $endgroup$
    – Mołot
    yesterday






  • 2




    $begingroup$
    Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
    $endgroup$
    – V2Blast
    yesterday










  • $begingroup$
    @V2Blast Cool. Waiting for it showing up as an answer.
    $endgroup$
    – vicky_molokh
    yesterday










  • $begingroup$
    There's a search engine that also parses parentheses. Search for it!
    $endgroup$
    – Zachiel
    yesterday







1




1




$begingroup$
Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
$endgroup$
– Mołot
yesterday




$begingroup$
Oh man. I did read it! Sadly, all I can do now is to confirm its existence.
$endgroup$
– Mołot
yesterday




2




2




$begingroup$
Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
$endgroup$
– V2Blast
yesterday




$begingroup$
Surprisingly, I think I found exactly what you're thinking of. Took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.
$endgroup$
– V2Blast
yesterday












$begingroup$
@V2Blast Cool. Waiting for it showing up as an answer.
$endgroup$
– vicky_molokh
yesterday




$begingroup$
@V2Blast Cool. Waiting for it showing up as an answer.
$endgroup$
– vicky_molokh
yesterday












$begingroup$
There's a search engine that also parses parentheses. Search for it!
$endgroup$
– Zachiel
yesterday




$begingroup$
There's a search engine that also parses parentheses. Search for it!
$endgroup$
– Zachiel
yesterday










1 Answer
1






active

oldest

votes


















55












$begingroup$

"Causality and Choice in RPGs, Part 1: Getting rid of the TECH" on The 20' By 20' Room blog by Neel Krishnaswami



It was a bit challenging to find this article. It took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.



Here's the article. The article also seems to be mirrored on a non-dead site here. A summary from the opening paragraph:




This is a tutorial article on how to create and use causal influence diagrams as a general-purpose technique to enable players to make consequential decisions for their characters. It's the first in what I think will be a series of articles on causality, and how to manage it and use it for best effect.




(I was unable to find any other articles in the "series".)



Going line by line on how it meets your criteria:




  • The body of text included '[tech]' rather than just 'technobabble' [...]; the title probably did too.



Well, this one's obvious; it's right in the title! It's also repeated throughout the article.




  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view [...] I think it was fully self-contained and not part of any specific series of articles



It's a fairly self-contained article (it claims to be the first in a planned series, but I'm not sure whether any followups were written) and does talk about RPGs in general.




  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.


  • It explained that this makes the dialogue less connected to the narrative.


  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around




Quoted from the article:




I am told that the writers of Star Trek scripts do not usually come up with all of the jargon that the characters use. Instead, they just make the notation TECH wherever the characters should say something technical, and someone else will come along to fill in each such instance with some chunk of technobabble. This has an important story consequence: since the science is completely arbitrary, it's necessarily the case that the plot can't really hinge, in a compelling way, on the technical and scientific choices the characters face. It's all just TECH, and at best technobabble can provides sci-fi color, and at worst it's an excuse for a deus ex machina resolution.



The same thing is true in most roleplaying games, too. When a character needs to do some noncombat activity, the process of doing so usually boils down to scrounging up all the available bonuses and then making a die roll. The player never gets to make a real choice: since bonuses are always good and penalties always bad, there's never a compelling reason to ever reject one. And what is merely amusing in a television series is essentially fatal to a roleplaying game.




And as for the main solution the author proposes:




  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.


  • Its example of meaningful terms included a description of a drive [...] and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.


  • It then showed how the question of which tech part broke down [...] can in a meaningful and informed manner affect the story




Here's the basic explanation and the diagram in the article:




So, first: what is a causal influence diagram? A causal influence diagram is basically a bunch of boxes with arrows connecting them. Each box represents some thing or situation, and the arrows leading into it are the causes that directly determine what state the situation can take, and the arrows leading out of it point to exactly the boxes which it in turn causes. So the state of a box is the cause of all the boxes it points to, and it is the effect of all the boxes that point to it.



For our hyperdrive, let's take each of the boxes to be some component of the hyperdrive. I'll just make up some a technological-sounding name for each component:



  • Hyperwave detector

  • Flux Amplifier

  • Antimatter Grid

  • Plasma Coils

  • Phase Lock Controller

  • Safety Interlocks

  • Graviton Shunt

That's a fine list of technobabble terms, but we haven't gotten past TECH. The trick to doing so is to put them into a graph, so that you can see which components depend on which others.



Hypderdrive causal influence diagram



So our diagram says that what the flux amplifier does depends on what the hyperwave detector and the phaselock controller are doing. What does this mean? To answer this, we need to make a small story for each box, explaining what its states can actually be, and how they depend on the causal factors. Since we have seven pieces, we have seven such things to write.



For the four boxes with no inputs, our task is basically trivial: we can just enumerate each the possible states that the box can be in. For example, let's suppose that the hyperwave detector is a sensor device, and the sensor can be either up or down. If it's up, it's detecting hyperwaves properly, and if it's down, then it's not -- perhaps it is damaged, or turned off, or removed for repairs, or something.




I'll refrain from quoting the entire article here, but basically it goes on to enumerate the possible states of being for each of those nodes; some are dependent on the inputs they receive. Once these technical relationships are able to be understood (even if totally made up just for the purposes of the story), players can make meaningful choices around them:




So, how would a causal influence diagram work in play? The basic idea is that events in the game affect the state of the various components of the hyperdrive -- for example, a neutron torpedo hit might damage the phaselock controller. That, in turn, will have a forseeable consequence for the PCs -- their spaceship can no longer make a hyperjump. The player of the engineer can, in turn, suggest different options -- he can cut the safety interlocks and the ship can make a wild jump, or if the pilot can evade the enemy long enough, then he can replace the controller. And he can make these improvisations without having to TECH.




And as for your last point:




  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.



Seems pretty clearly demonstrated by the entire article focusing on technology and technobabble in particular. Similar logic could potentially be applied to "magic-babble" or its equivalent, but often fantasy RPGs will already set out the rules for how magic works rather than handwaving it, in which case this breakdown isn't necessary.






share|improve this answer









$endgroup$












  • $begingroup$
    Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
    $endgroup$
    – vicky_molokh
    yesterday






  • 1




    $begingroup$
    Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
    $endgroup$
    – Mr.Mindor
    yesterday






  • 1




    $begingroup$
    ok, not actually still with same school, but the link forwards to his current one.
    $endgroup$
    – Mr.Mindor
    yesterday










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active

oldest

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55












$begingroup$

"Causality and Choice in RPGs, Part 1: Getting rid of the TECH" on The 20' By 20' Room blog by Neel Krishnaswami



It was a bit challenging to find this article. It took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.



Here's the article. The article also seems to be mirrored on a non-dead site here. A summary from the opening paragraph:




This is a tutorial article on how to create and use causal influence diagrams as a general-purpose technique to enable players to make consequential decisions for their characters. It's the first in what I think will be a series of articles on causality, and how to manage it and use it for best effect.




(I was unable to find any other articles in the "series".)



Going line by line on how it meets your criteria:




  • The body of text included '[tech]' rather than just 'technobabble' [...]; the title probably did too.



Well, this one's obvious; it's right in the title! It's also repeated throughout the article.




  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view [...] I think it was fully self-contained and not part of any specific series of articles



It's a fairly self-contained article (it claims to be the first in a planned series, but I'm not sure whether any followups were written) and does talk about RPGs in general.




  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.


  • It explained that this makes the dialogue less connected to the narrative.


  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around




Quoted from the article:




I am told that the writers of Star Trek scripts do not usually come up with all of the jargon that the characters use. Instead, they just make the notation TECH wherever the characters should say something technical, and someone else will come along to fill in each such instance with some chunk of technobabble. This has an important story consequence: since the science is completely arbitrary, it's necessarily the case that the plot can't really hinge, in a compelling way, on the technical and scientific choices the characters face. It's all just TECH, and at best technobabble can provides sci-fi color, and at worst it's an excuse for a deus ex machina resolution.



The same thing is true in most roleplaying games, too. When a character needs to do some noncombat activity, the process of doing so usually boils down to scrounging up all the available bonuses and then making a die roll. The player never gets to make a real choice: since bonuses are always good and penalties always bad, there's never a compelling reason to ever reject one. And what is merely amusing in a television series is essentially fatal to a roleplaying game.




And as for the main solution the author proposes:




  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.


  • Its example of meaningful terms included a description of a drive [...] and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.


  • It then showed how the question of which tech part broke down [...] can in a meaningful and informed manner affect the story




Here's the basic explanation and the diagram in the article:




So, first: what is a causal influence diagram? A causal influence diagram is basically a bunch of boxes with arrows connecting them. Each box represents some thing or situation, and the arrows leading into it are the causes that directly determine what state the situation can take, and the arrows leading out of it point to exactly the boxes which it in turn causes. So the state of a box is the cause of all the boxes it points to, and it is the effect of all the boxes that point to it.



For our hyperdrive, let's take each of the boxes to be some component of the hyperdrive. I'll just make up some a technological-sounding name for each component:



  • Hyperwave detector

  • Flux Amplifier

  • Antimatter Grid

  • Plasma Coils

  • Phase Lock Controller

  • Safety Interlocks

  • Graviton Shunt

That's a fine list of technobabble terms, but we haven't gotten past TECH. The trick to doing so is to put them into a graph, so that you can see which components depend on which others.



Hypderdrive causal influence diagram



So our diagram says that what the flux amplifier does depends on what the hyperwave detector and the phaselock controller are doing. What does this mean? To answer this, we need to make a small story for each box, explaining what its states can actually be, and how they depend on the causal factors. Since we have seven pieces, we have seven such things to write.



For the four boxes with no inputs, our task is basically trivial: we can just enumerate each the possible states that the box can be in. For example, let's suppose that the hyperwave detector is a sensor device, and the sensor can be either up or down. If it's up, it's detecting hyperwaves properly, and if it's down, then it's not -- perhaps it is damaged, or turned off, or removed for repairs, or something.




I'll refrain from quoting the entire article here, but basically it goes on to enumerate the possible states of being for each of those nodes; some are dependent on the inputs they receive. Once these technical relationships are able to be understood (even if totally made up just for the purposes of the story), players can make meaningful choices around them:




So, how would a causal influence diagram work in play? The basic idea is that events in the game affect the state of the various components of the hyperdrive -- for example, a neutron torpedo hit might damage the phaselock controller. That, in turn, will have a forseeable consequence for the PCs -- their spaceship can no longer make a hyperjump. The player of the engineer can, in turn, suggest different options -- he can cut the safety interlocks and the ship can make a wild jump, or if the pilot can evade the enemy long enough, then he can replace the controller. And he can make these improvisations without having to TECH.




And as for your last point:




  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.



Seems pretty clearly demonstrated by the entire article focusing on technology and technobabble in particular. Similar logic could potentially be applied to "magic-babble" or its equivalent, but often fantasy RPGs will already set out the rules for how magic works rather than handwaving it, in which case this breakdown isn't necessary.






share|improve this answer









$endgroup$












  • $begingroup$
    Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
    $endgroup$
    – vicky_molokh
    yesterday






  • 1




    $begingroup$
    Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
    $endgroup$
    – Mr.Mindor
    yesterday






  • 1




    $begingroup$
    ok, not actually still with same school, but the link forwards to his current one.
    $endgroup$
    – Mr.Mindor
    yesterday















55












$begingroup$

"Causality and Choice in RPGs, Part 1: Getting rid of the TECH" on The 20' By 20' Room blog by Neel Krishnaswami



It was a bit challenging to find this article. It took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.



Here's the article. The article also seems to be mirrored on a non-dead site here. A summary from the opening paragraph:




This is a tutorial article on how to create and use causal influence diagrams as a general-purpose technique to enable players to make consequential decisions for their characters. It's the first in what I think will be a series of articles on causality, and how to manage it and use it for best effect.




(I was unable to find any other articles in the "series".)



Going line by line on how it meets your criteria:




  • The body of text included '[tech]' rather than just 'technobabble' [...]; the title probably did too.



Well, this one's obvious; it's right in the title! It's also repeated throughout the article.




  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view [...] I think it was fully self-contained and not part of any specific series of articles



It's a fairly self-contained article (it claims to be the first in a planned series, but I'm not sure whether any followups were written) and does talk about RPGs in general.




  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.


  • It explained that this makes the dialogue less connected to the narrative.


  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around




Quoted from the article:




I am told that the writers of Star Trek scripts do not usually come up with all of the jargon that the characters use. Instead, they just make the notation TECH wherever the characters should say something technical, and someone else will come along to fill in each such instance with some chunk of technobabble. This has an important story consequence: since the science is completely arbitrary, it's necessarily the case that the plot can't really hinge, in a compelling way, on the technical and scientific choices the characters face. It's all just TECH, and at best technobabble can provides sci-fi color, and at worst it's an excuse for a deus ex machina resolution.



The same thing is true in most roleplaying games, too. When a character needs to do some noncombat activity, the process of doing so usually boils down to scrounging up all the available bonuses and then making a die roll. The player never gets to make a real choice: since bonuses are always good and penalties always bad, there's never a compelling reason to ever reject one. And what is merely amusing in a television series is essentially fatal to a roleplaying game.




And as for the main solution the author proposes:




  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.


  • Its example of meaningful terms included a description of a drive [...] and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.


  • It then showed how the question of which tech part broke down [...] can in a meaningful and informed manner affect the story




Here's the basic explanation and the diagram in the article:




So, first: what is a causal influence diagram? A causal influence diagram is basically a bunch of boxes with arrows connecting them. Each box represents some thing or situation, and the arrows leading into it are the causes that directly determine what state the situation can take, and the arrows leading out of it point to exactly the boxes which it in turn causes. So the state of a box is the cause of all the boxes it points to, and it is the effect of all the boxes that point to it.



For our hyperdrive, let's take each of the boxes to be some component of the hyperdrive. I'll just make up some a technological-sounding name for each component:



  • Hyperwave detector

  • Flux Amplifier

  • Antimatter Grid

  • Plasma Coils

  • Phase Lock Controller

  • Safety Interlocks

  • Graviton Shunt

That's a fine list of technobabble terms, but we haven't gotten past TECH. The trick to doing so is to put them into a graph, so that you can see which components depend on which others.



Hypderdrive causal influence diagram



So our diagram says that what the flux amplifier does depends on what the hyperwave detector and the phaselock controller are doing. What does this mean? To answer this, we need to make a small story for each box, explaining what its states can actually be, and how they depend on the causal factors. Since we have seven pieces, we have seven such things to write.



For the four boxes with no inputs, our task is basically trivial: we can just enumerate each the possible states that the box can be in. For example, let's suppose that the hyperwave detector is a sensor device, and the sensor can be either up or down. If it's up, it's detecting hyperwaves properly, and if it's down, then it's not -- perhaps it is damaged, or turned off, or removed for repairs, or something.




I'll refrain from quoting the entire article here, but basically it goes on to enumerate the possible states of being for each of those nodes; some are dependent on the inputs they receive. Once these technical relationships are able to be understood (even if totally made up just for the purposes of the story), players can make meaningful choices around them:




So, how would a causal influence diagram work in play? The basic idea is that events in the game affect the state of the various components of the hyperdrive -- for example, a neutron torpedo hit might damage the phaselock controller. That, in turn, will have a forseeable consequence for the PCs -- their spaceship can no longer make a hyperjump. The player of the engineer can, in turn, suggest different options -- he can cut the safety interlocks and the ship can make a wild jump, or if the pilot can evade the enemy long enough, then he can replace the controller. And he can make these improvisations without having to TECH.




And as for your last point:




  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.



Seems pretty clearly demonstrated by the entire article focusing on technology and technobabble in particular. Similar logic could potentially be applied to "magic-babble" or its equivalent, but often fantasy RPGs will already set out the rules for how magic works rather than handwaving it, in which case this breakdown isn't necessary.






share|improve this answer









$endgroup$












  • $begingroup$
    Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
    $endgroup$
    – vicky_molokh
    yesterday






  • 1




    $begingroup$
    Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
    $endgroup$
    – Mr.Mindor
    yesterday






  • 1




    $begingroup$
    ok, not actually still with same school, but the link forwards to his current one.
    $endgroup$
    – Mr.Mindor
    yesterday













55












55








55





$begingroup$

"Causality and Choice in RPGs, Part 1: Getting rid of the TECH" on The 20' By 20' Room blog by Neel Krishnaswami



It was a bit challenging to find this article. It took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.



Here's the article. The article also seems to be mirrored on a non-dead site here. A summary from the opening paragraph:




This is a tutorial article on how to create and use causal influence diagrams as a general-purpose technique to enable players to make consequential decisions for their characters. It's the first in what I think will be a series of articles on causality, and how to manage it and use it for best effect.




(I was unable to find any other articles in the "series".)



Going line by line on how it meets your criteria:




  • The body of text included '[tech]' rather than just 'technobabble' [...]; the title probably did too.



Well, this one's obvious; it's right in the title! It's also repeated throughout the article.




  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view [...] I think it was fully self-contained and not part of any specific series of articles



It's a fairly self-contained article (it claims to be the first in a planned series, but I'm not sure whether any followups were written) and does talk about RPGs in general.




  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.


  • It explained that this makes the dialogue less connected to the narrative.


  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around




Quoted from the article:




I am told that the writers of Star Trek scripts do not usually come up with all of the jargon that the characters use. Instead, they just make the notation TECH wherever the characters should say something technical, and someone else will come along to fill in each such instance with some chunk of technobabble. This has an important story consequence: since the science is completely arbitrary, it's necessarily the case that the plot can't really hinge, in a compelling way, on the technical and scientific choices the characters face. It's all just TECH, and at best technobabble can provides sci-fi color, and at worst it's an excuse for a deus ex machina resolution.



The same thing is true in most roleplaying games, too. When a character needs to do some noncombat activity, the process of doing so usually boils down to scrounging up all the available bonuses and then making a die roll. The player never gets to make a real choice: since bonuses are always good and penalties always bad, there's never a compelling reason to ever reject one. And what is merely amusing in a television series is essentially fatal to a roleplaying game.




And as for the main solution the author proposes:




  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.


  • Its example of meaningful terms included a description of a drive [...] and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.


  • It then showed how the question of which tech part broke down [...] can in a meaningful and informed manner affect the story




Here's the basic explanation and the diagram in the article:




So, first: what is a causal influence diagram? A causal influence diagram is basically a bunch of boxes with arrows connecting them. Each box represents some thing or situation, and the arrows leading into it are the causes that directly determine what state the situation can take, and the arrows leading out of it point to exactly the boxes which it in turn causes. So the state of a box is the cause of all the boxes it points to, and it is the effect of all the boxes that point to it.



For our hyperdrive, let's take each of the boxes to be some component of the hyperdrive. I'll just make up some a technological-sounding name for each component:



  • Hyperwave detector

  • Flux Amplifier

  • Antimatter Grid

  • Plasma Coils

  • Phase Lock Controller

  • Safety Interlocks

  • Graviton Shunt

That's a fine list of technobabble terms, but we haven't gotten past TECH. The trick to doing so is to put them into a graph, so that you can see which components depend on which others.



Hypderdrive causal influence diagram



So our diagram says that what the flux amplifier does depends on what the hyperwave detector and the phaselock controller are doing. What does this mean? To answer this, we need to make a small story for each box, explaining what its states can actually be, and how they depend on the causal factors. Since we have seven pieces, we have seven such things to write.



For the four boxes with no inputs, our task is basically trivial: we can just enumerate each the possible states that the box can be in. For example, let's suppose that the hyperwave detector is a sensor device, and the sensor can be either up or down. If it's up, it's detecting hyperwaves properly, and if it's down, then it's not -- perhaps it is damaged, or turned off, or removed for repairs, or something.




I'll refrain from quoting the entire article here, but basically it goes on to enumerate the possible states of being for each of those nodes; some are dependent on the inputs they receive. Once these technical relationships are able to be understood (even if totally made up just for the purposes of the story), players can make meaningful choices around them:




So, how would a causal influence diagram work in play? The basic idea is that events in the game affect the state of the various components of the hyperdrive -- for example, a neutron torpedo hit might damage the phaselock controller. That, in turn, will have a forseeable consequence for the PCs -- their spaceship can no longer make a hyperjump. The player of the engineer can, in turn, suggest different options -- he can cut the safety interlocks and the ship can make a wild jump, or if the pilot can evade the enemy long enough, then he can replace the controller. And he can make these improvisations without having to TECH.




And as for your last point:




  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.



Seems pretty clearly demonstrated by the entire article focusing on technology and technobabble in particular. Similar logic could potentially be applied to "magic-babble" or its equivalent, but often fantasy RPGs will already set out the rules for how magic works rather than handwaving it, in which case this breakdown isn't necessary.






share|improve this answer









$endgroup$



"Causality and Choice in RPGs, Part 1: Getting rid of the TECH" on The 20' By 20' Room blog by Neel Krishnaswami



It was a bit challenging to find this article. It took a search result pointing to a forum post linking to another forum post linking to a dead site (which I then looked up in the Wayback Machine), but I found it.



Here's the article. The article also seems to be mirrored on a non-dead site here. A summary from the opening paragraph:




This is a tutorial article on how to create and use causal influence diagrams as a general-purpose technique to enable players to make consequential decisions for their characters. It's the first in what I think will be a series of articles on causality, and how to manage it and use it for best effect.




(I was unable to find any other articles in the "series".)



Going line by line on how it meets your criteria:




  • The body of text included '[tech]' rather than just 'technobabble' [...]; the title probably did too.



Well, this one's obvious; it's right in the title! It's also repeated throughout the article.




  • The article was not tied to a single system, and was written from a predominately system-agnostic point of view [...] I think it was fully self-contained and not part of any specific series of articles



It's a fairly self-contained article (it claims to be the first in a planned series, but I'm not sure whether any followups were written) and does talk about RPGs in general.




  • It described how on Star Trek sets, the people who wrote the scenario were not the ones who wrote the technobabble, and instead (allegedly) just wrote '[tech]' and asked other people to replace it.


  • It explained that this makes the dialogue less connected to the narrative.


  • To emphasise: for the purposes of the article, 'technobabble' referred specifically to meaningless, almost completely interchangeable terminology thrown around




Quoted from the article:




I am told that the writers of Star Trek scripts do not usually come up with all of the jargon that the characters use. Instead, they just make the notation TECH wherever the characters should say something technical, and someone else will come along to fill in each such instance with some chunk of technobabble. This has an important story consequence: since the science is completely arbitrary, it's necessarily the case that the plot can't really hinge, in a compelling way, on the technical and scientific choices the characters face. It's all just TECH, and at best technobabble can provides sci-fi color, and at worst it's an excuse for a deus ex machina resolution.



The same thing is true in most roleplaying games, too. When a character needs to do some noncombat activity, the process of doing so usually boils down to scrounging up all the available bonuses and then making a die roll. The player never gets to make a real choice: since bonuses are always good and penalties always bad, there's never a compelling reason to ever reject one. And what is merely amusing in a television series is essentially fatal to a roleplaying game.




And as for the main solution the author proposes:




  • It then offered an example on how to replace meaningless technobabble with superficial and fictional but narratively meaningful terms.


  • Its example of meaningful terms included a description of a drive [...] and its various components, each of whose names gave some hint as to what would go wrong if it were non-functional for whatever reason.


  • It then showed how the question of which tech part broke down [...] can in a meaningful and informed manner affect the story




Here's the basic explanation and the diagram in the article:




So, first: what is a causal influence diagram? A causal influence diagram is basically a bunch of boxes with arrows connecting them. Each box represents some thing or situation, and the arrows leading into it are the causes that directly determine what state the situation can take, and the arrows leading out of it point to exactly the boxes which it in turn causes. So the state of a box is the cause of all the boxes it points to, and it is the effect of all the boxes that point to it.



For our hyperdrive, let's take each of the boxes to be some component of the hyperdrive. I'll just make up some a technological-sounding name for each component:



  • Hyperwave detector

  • Flux Amplifier

  • Antimatter Grid

  • Plasma Coils

  • Phase Lock Controller

  • Safety Interlocks

  • Graviton Shunt

That's a fine list of technobabble terms, but we haven't gotten past TECH. The trick to doing so is to put them into a graph, so that you can see which components depend on which others.



Hypderdrive causal influence diagram



So our diagram says that what the flux amplifier does depends on what the hyperwave detector and the phaselock controller are doing. What does this mean? To answer this, we need to make a small story for each box, explaining what its states can actually be, and how they depend on the causal factors. Since we have seven pieces, we have seven such things to write.



For the four boxes with no inputs, our task is basically trivial: we can just enumerate each the possible states that the box can be in. For example, let's suppose that the hyperwave detector is a sensor device, and the sensor can be either up or down. If it's up, it's detecting hyperwaves properly, and if it's down, then it's not -- perhaps it is damaged, or turned off, or removed for repairs, or something.




I'll refrain from quoting the entire article here, but basically it goes on to enumerate the possible states of being for each of those nodes; some are dependent on the inputs they receive. Once these technical relationships are able to be understood (even if totally made up just for the purposes of the story), players can make meaningful choices around them:




So, how would a causal influence diagram work in play? The basic idea is that events in the game affect the state of the various components of the hyperdrive -- for example, a neutron torpedo hit might damage the phaselock controller. That, in turn, will have a forseeable consequence for the PCs -- their spaceship can no longer make a hyperjump. The player of the engineer can, in turn, suggest different options -- he can cut the safety interlocks and the ship can make a wild jump, or if the pilot can evade the enemy long enough, then he can replace the controller. And he can make these improvisations without having to TECH.




And as for your last point:




  • While the article was potentially applicable to fantasy too, I recall the focus being either exclusively or overwhelmingly on science fiction.



Seems pretty clearly demonstrated by the entire article focusing on technology and technobabble in particular. Similar logic could potentially be applied to "magic-babble" or its equivalent, but often fantasy RPGs will already set out the rules for how magic works rather than handwaving it, in which case this breakdown isn't necessary.







share|improve this answer












share|improve this answer



share|improve this answer










answered yesterday









V2BlastV2Blast

25.4k486156




25.4k486156











  • $begingroup$
    Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
    $endgroup$
    – vicky_molokh
    yesterday






  • 1




    $begingroup$
    Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
    $endgroup$
    – Mr.Mindor
    yesterday






  • 1




    $begingroup$
    ok, not actually still with same school, but the link forwards to his current one.
    $endgroup$
    – Mr.Mindor
    yesterday
















  • $begingroup$
    Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
    $endgroup$
    – vicky_molokh
    yesterday






  • 1




    $begingroup$
    Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
    $endgroup$
    – Mr.Mindor
    yesterday






  • 1




    $begingroup$
    ok, not actually still with same school, but the link forwards to his current one.
    $endgroup$
    – Mr.Mindor
    yesterday















$begingroup$
Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
$endgroup$
– vicky_molokh
yesterday




$begingroup$
Reading to check, but the drawing seems to be the one I remember, thus the chance of a mismatch is extremely unlikely. And hopefully it being on Atomic Rockets will ensure its longer-term survival.
$endgroup$
– vicky_molokh
yesterday




1




1




$begingroup$
Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
$endgroup$
– Mr.Mindor
yesterday




$begingroup$
Regarding whether this turned into a series or not... You could always ask the author. You can find his contact info in the comments via the Wayback Machine. Looks like he is still affiliated with that school. He is also a long time contributor on several stackexchange sites with the same contact info...
$endgroup$
– Mr.Mindor
yesterday




1




1




$begingroup$
ok, not actually still with same school, but the link forwards to his current one.
$endgroup$
– Mr.Mindor
yesterday




$begingroup$
ok, not actually still with same school, but the link forwards to his current one.
$endgroup$
– Mr.Mindor
yesterday

















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대한민국 목차 국명 지리 역사 정치 국방 경제 사회 문화 국제 순위 관련 항목 각주 외부 링크 둘러보기 메뉴북위 37° 34′ 08″ 동경 126° 58′ 36″ / 북위 37.568889° 동경 126.976667°  / 37.568889; 126.976667ehThe Korean Repository문단을 편집문단을 편집추가해Clarkson PLC 사Report for Selected Countries and Subjects-Korea“Human Development Index and its components: P.198”“http://www.law.go.kr/%EB%B2%95%EB%A0%B9/%EB%8C%80%ED%95%9C%EB%AF%BC%EA%B5%AD%EA%B5%AD%EA%B8%B0%EB%B2%95”"한국은 국제법상 한반도 유일 합법정부 아니다" - 오마이뉴스 모바일Report for Selected Countries and Subjects: South Korea격동의 역사와 함께한 조선일보 90년 : 조선일보 인수해 혁신시킨 신석우, 임시정부 때는 '대한민국' 국호(國號) 정해《우리가 몰랐던 우리 역사: 나라 이름의 비밀을 찾아가는 역사 여행》“남북 공식호칭 ‘남한’‘북한’으로 쓴다”“Corea 대 Korea, 누가 이긴 거야?”국내기후자료 - 한국[김대중 前 대통령 서거] 과감한 구조개혁 'DJ노믹스'로 최단기간 환란극복 :: 네이버 뉴스“이라크 "韓-쿠르드 유전개발 MOU 승인 안해"(종합)”“해외 우리국민 추방사례 43%가 일본”차기전차 K2'흑표'의 세계 최고 전력 분석, 쿠키뉴스 엄기영, 2007-03-02두산인프라, 헬기잡는 장갑차 'K21'...내년부터 공급, 고뉴스 이대준, 2008-10-30과거 내용 찾기mk 뉴스 - 구매력 기준으로 보면 한국 1인당 소득 3만弗과거 내용 찾기"The N-11: More Than an Acronym"Archived조선일보 최우석, 2008-11-01Global 500 2008: Countries - South Korea“몇년째 '시한폭탄'... 가계부채, 올해는 터질까”가구당 부채 5000만원 처음 넘어서“‘빚’으로 내몰리는 사회.. 위기의 가계대출”“[경제365] 공공부문 부채 급증…800조 육박”“"소득 양극화 다소 완화...불평등은 여전"”“공정사회·공생발전 한참 멀었네”iSuppli,08年2QのDRAMシェア・ランキングを発表(08/8/11)South Korea dominates shipbuilding industry | Stock Market News & Stocks to Watch from StraightStocks한국 자동차 생산, 3년 연속 세계 5위자동차수출 '현대-삼성 웃고 기아-대우-쌍용은 울고' 과거 내용 찾기동반성장위 창립 1주년 맞아Archived"중기적합 3개업종 합의 무시한 채 선정"李대통령, 사업 무분별 확장 소상공인 생계 위협 질타삼성-LG, 서민업종인 빵·분식사업 잇따라 철수상생은 뒷전…SSM ‘몸집 불리기’ 혈안Archived“경부고속도에 '아시안하이웨이' 표지판”'철의 실크로드' 앞서 '말(言)의 실크로드'부터, 프레시안 정창현, 2008-10-01“'서울 지하철은 안전한가?'”“서울시 “올해 안에 모든 지하철역 스크린도어 설치””“부산지하철 1,2호선 승강장 안전펜스 설치 완료”“전교조, 정부 노조 통계서 처음 빠져”“[Weekly BIZ] 도요타 '제로 이사회'가 리콜 사태 불러들였다”“S Korea slams high tuition costs”““정치가 여론 양극화 부채질… 합리주의 절실””“〈"`촛불집회'는 민주주의의 질적 변화 상징"〉”““촛불집회가 민주주의 왜곡 초래””“국민 65%, "한국 노사관계 대립적"”“한국 국가경쟁력 27위‥노사관계 '꼴찌'”“제대로 형성되지 않은 대한민국 이념지형”“[신년기획-갈등의 시대] 갈등지수 OECD 4위…사회적 손실 GDP 27% 무려 300조”“2012 총선-대선의 키워드는 '국민과 소통'”“한국 삶의 질 27위, 2000년과 2008년 연속 하위권 머물러”“[해피 코리아] 행복점수 68점…해외 평가선 '낙제점'”“한국 어린이·청소년 행복지수 3년 연속 OECD ‘꼴찌’”“한국 이혼율 OECD중 8위”“[통계청] 한국 이혼율 OECD 4위”“오피니언 [이렇게 생각한다] `부부의 날` 에 돌아본 이혼율 1위 한국”“Suicide Rates by Country, Global Health Observatory Data Repository.”“1. 또 다른 차별”“오피니언 [편집자에게] '왕따'와 '패거리 정치' 심리는 닮은꼴”“[미래한국리포트] 무한경쟁에 빠진 대한민국”“대학생 98% "외모가 경쟁력이라는 말 동의"”“특급호텔 웨딩·200만원대 유모차… "남보다 더…" 호화病, 고질병 됐다”“[스트레스 공화국] ① 경쟁사회, 스트레스 쌓인다”““매일 30여명 자살 한국, 의사보다 무속인에…””“"자살 부르는 '우울증', 환자 중 85% 치료 안 받아"”“정신병원을 가다”“대한민국도 ‘묻지마 범죄’,안전지대 아니다”“유엔 "학생 '성적 지향'에 따른 차별 금지하라"”“유엔아동권리위원회 보고서 및 번역본 원문”“고졸 성공스토리 담은 '제빵왕 김탁구' 드라마 나온다”“‘빛 좋은 개살구’ 고졸 취업…실습 대신 착취”원본 문서“정신건강, 사회적 편견부터 고쳐드립니다”‘소통’과 ‘행복’에 목 마른 사회가 잠들어 있던 ‘심리학’ 깨웠다“[포토] 사유리-곽금주 교수의 유쾌한 심리상담”“"올해 한국인 평균 영화관람횟수 세계 1위"(종합)”“[게임연중기획] 게임은 문화다-여가활동 1순위 게임”“영화속 ‘영어 지상주의’ …“왠지 씁쓸한데””“2월 `신문 부수 인증기관` 지정..방송법 후속작업”“무료신문 성장동력 ‘차별성’과 ‘갈등해소’”대한민국 국회 법률지식정보시스템"Pew Research Center's Religion & Public Life Project: South Korea"“amp;vwcd=MT_ZTITLE&path=인구·가구%20>%20인구총조사%20>%20인구부문%20>%20 총조사인구(2005)%20>%20전수부문&oper_YN=Y&item=&keyword=종교별%20인구& amp;lang_mode=kor&list_id= 2005년 통계청 인구 총조사”원본 문서“한국인이 좋아하는 취미와 운동 (2004-2009)”“한국인이 좋아하는 취미와 운동 (2004-2014)”Archived“한국, `부분적 언론자유국' 강등〈프리덤하우스〉”“국경없는기자회 "한국, 인터넷감시 대상국"”“한국, 조선산업 1위 유지(S. Korea Stays Top Shipbuilding Nation) RZD-Partner Portal”원본 문서“한국, 4년 만에 ‘선박건조 1위’”“옛 마산시,인터넷속도 세계 1위”“"한국 초고속 인터넷망 세계1위"”“인터넷·휴대폰 요금, 외국보다 훨씬 비싸”“한국 관세행정 6년 연속 세계 '1위'”“한국 교통사고 사망자 수 OECD 회원국 중 2위”“결핵 후진국' 한국, 환자가 급증한 이유는”“수술은 신중해야… 자칫하면 생명 위협”대한민국분류대한민국의 지도대한민국 정부대표 다국어포털대한민국 전자정부대한민국 국회한국방송공사about korea and information korea브리태니커 백과사전(한국편)론리플래닛의 정보(한국편)CIA의 세계 정보(한국편)마리암 부디아 (Mariam Budia),『한국: 하늘이 내린 한 폭의 그림』, 서울: 트랜스라틴 19호 (2012년 3월)대한민국ehehehehehehehehehehehehehehWorldCat132441370n791268020000 0001 2308 81034078029-6026373548cb11863345f(데이터)00573706ge128495