jgbrowning
Hero
I'm not interesting in creating a game where my players will go "Oh, man, I just like to sit back and think about what it'd be like to be in that world." I want one where my players go "Oh man, when are we playing again?"
Perhaps I didn't state my point clearly enough, but I believe the main reason why someone goes "Oh man, when are we playing again?" in response to a particular game (as opposed to just playing any game to hang out and have fun with friends) is because of what exists in their mind when away from the table, because they don't want to do what happened last session all over again, they want to do something different, something that they are imagining could happen. This desire to play does not come from the table, it comes from the imagining of what they could do in addition to what they have already done.
And I think that the "game" that exists in their mind is very important when determining the power of a particular role-playing game. The more people who are, to use your term, prepping for a game, the more powerful the game is because it has more sticking power in the minds of the players. As a game designer, I must focus heavily upon getting the world and the possibilities of the world to stick in peoples head when they are not at the table because that will bring them to the table to play my game, not just any game.
So when I say, "not-playing ,but thinking about it" play this is what I mean. Without this imagining of what you could do next session, a game dies.
From my perspective, it sounds like the "not-playing, but thinking about it" parts are more important in your approach than the parts with people, together, at the table. I have not in the past found play that resulted from such methods to be satisfactory to me.
It is more important if you want to get people to keep playing your game. Having fun at the table is very dependent upon the people you're playing with, but the desire to play a particular game at the table is independent of other people, and it is what keeps a game alive. The desire to play a particular system will keep people trying to find a table for that game.
I think the "thinking about it" part is what drives people to particular systems and games, while "at the table" is what drives people to roleplaying in general. I think "thinking about it" is the more important aspect when figuring out why individuals prefer one game over another, be that because the mechanics are helping making the table top experience more fun, or in some cases, even when the mechanics make it harder. It's not hard to find people who say, "I love game X, even though it's system is wonky."
So yeah, pretty much we just have a fundamental difference in approach as to the entire purpose of the hobby, no biggie.![]()
It is possible. I think I just think of "prep" and "thinking about the game" as an integral part of the gaming experience while you don't. But as you say, it's no biggie. In the end, it just may seem semantic.
joe b.