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Everybody Cheats?
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<blockquote data-quote="Aldarc" data-source="post: 7750884" data-attributes="member: 5142"><p>Several points. </p><p></p><p>1) The book in question - Shared Fantasy - was first published in 1982. (2002 is the year of the paperback reprinted edition.) So the results are not necessarily reflective of the contemporaneous gaming but of the time of the book's publication. Am I therefore suggesting that people cheat less nowadays? Hell no. But the survey results should be appropriately contextualized in the gaming climate in which it was produced. So I would be curious to see how this has changed, and ideally throughout multiple editions of D&D but that may be a pipedream. </p><p></p><p>2) It is worth considering cheating in the context of D&D's gaming culture. Reading through the book the OP linked on Google Books has been fascinating due to rationalization of normalized cheating. There are presumed sets of behaviors around cheating, honesty, and dice rolls. When is it acceptable? When is it not? Regardless of how anyone in this thread feels about it, the author's interviewees give the impression that cheating is sometimes regarded as necessary and that there are implicit limits of acceptable cheating. Any notion of the game's "integrity" is a minor footnote here. Instead, there is a recurring motif in this section of cheating for the necessity of PC survival or mitigating terrible effects that pertain to the player character. This picques my interest. Does the nature of the game encourage cheating? Does the nature and frequency of cheating vary in other games? I find it too dismissive or easy of an explanation that cheating is only done by immoral people. I suspect that D&D fosters an attitude of "winning the game." A first person miniature wargame. My character must survive. My character must succeed. Play to win. Survive to win. Defeat the stuff and take their stuff. </p><p></p><p>I for one have experienced consistently lower rates of cheating, for example, when playing indie games such as Fate, Dungeon World, and Cypher System than I do with D&D. And it almost seems obvious why, at least when it comes to Fate. There are mechanisms for the player to not only positively influence the story in their favor but also to mitigate harmful circumstances produced by botched rolls or the GM's narrative framing. You can reroll. You can improve the dice results. There are ways to succeed when you fail the roll. You can potentially reject the GM's proposed narrative that affects an aspect of your character.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7750884, member: 5142"] Several points. 1) The book in question - Shared Fantasy - was first published in 1982. (2002 is the year of the paperback reprinted edition.) So the results are not necessarily reflective of the contemporaneous gaming but of the time of the book's publication. Am I therefore suggesting that people cheat less nowadays? Hell no. But the survey results should be appropriately contextualized in the gaming climate in which it was produced. So I would be curious to see how this has changed, and ideally throughout multiple editions of D&D but that may be a pipedream. 2) It is worth considering cheating in the context of D&D's gaming culture. Reading through the book the OP linked on Google Books has been fascinating due to rationalization of normalized cheating. There are presumed sets of behaviors around cheating, honesty, and dice rolls. When is it acceptable? When is it not? Regardless of how anyone in this thread feels about it, the author's interviewees give the impression that cheating is sometimes regarded as necessary and that there are implicit limits of acceptable cheating. Any notion of the game's "integrity" is a minor footnote here. Instead, there is a recurring motif in this section of cheating for the necessity of PC survival or mitigating terrible effects that pertain to the player character. This picques my interest. Does the nature of the game encourage cheating? Does the nature and frequency of cheating vary in other games? I find it too dismissive or easy of an explanation that cheating is only done by immoral people. I suspect that D&D fosters an attitude of "winning the game." A first person miniature wargame. My character must survive. My character must succeed. Play to win. Survive to win. Defeat the stuff and take their stuff. I for one have experienced consistently lower rates of cheating, for example, when playing indie games such as Fate, Dungeon World, and Cypher System than I do with D&D. And it almost seems obvious why, at least when it comes to Fate. There are mechanisms for the player to not only positively influence the story in their favor but also to mitigate harmful circumstances produced by botched rolls or the GM's narrative framing. You can reroll. You can improve the dice results. There are ways to succeed when you fail the roll. You can potentially reject the GM's proposed narrative that affects an aspect of your character. [/QUOTE]
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