innerdude
Legend
The day after our play session last week, my wife made an incredibly interesting observation about our play group.
She mentioned that she had been having a hard time roleplaying her character that past week because she felt that one of the other players was trying to control all of the in-game action. She said something to the effect of, "It seems to me that Player X isn't really interested in playing the game, he's more interested in controlling it. He's not interested in interacting with the game world, or on a character-to-character level, he's interested in interacting with the rules to achieve an outcome. To him, 'winning the game' means that his character always makes the most precise, rational, likely-to-succeed choice, the one that demonstrates how great he is at 'mastering the game.'"
And it got me thinking about how we as players choose to interact, or at what level do most RPG players choose to interact with the game?
In some ways it may be similar to the whole "Player Types" outlined in the GM guides for various games, but to me it seems to reveal something more. It's not just about talking about what each player type "wants to get out of the game," but about the core emotional motivation behind it.
She mentioned that she had been having a hard time roleplaying her character that past week because she felt that one of the other players was trying to control all of the in-game action. She said something to the effect of, "It seems to me that Player X isn't really interested in playing the game, he's more interested in controlling it. He's not interested in interacting with the game world, or on a character-to-character level, he's interested in interacting with the rules to achieve an outcome. To him, 'winning the game' means that his character always makes the most precise, rational, likely-to-succeed choice, the one that demonstrates how great he is at 'mastering the game.'"
And it got me thinking about how we as players choose to interact, or at what level do most RPG players choose to interact with the game?
In some ways it may be similar to the whole "Player Types" outlined in the GM guides for various games, but to me it seems to reveal something more. It's not just about talking about what each player type "wants to get out of the game," but about the core emotional motivation behind it.