AstroArtificer
Explorer
Yup! Appreciate the patience. Let me know if it is still confusing@AstroArtificer can you give us a legend for the chart? Thanks.
Yup! Appreciate the patience. Let me know if it is still confusing@AstroArtificer can you give us a legend for the chart? Thanks.
Fair, I have included a legend to make it easier to read. I have also linked a page that explains the framework and the individual types inside the original post. There are 16 main archetypes, with emotional investment (casual/immersion) acting as a modifier. It is a bit busy, maybe I can include a table as well at some point?I think you need not just a legend on that chart, but a full explanation of your classifications. You seem to have... 26 different classifications, which may mean you are splitting hairs in ways that can skew your interpretation.
I also think 200 people is probably too small a sample size to draw conclusions from about gamers in general, especially if they were self-selected to participate.
My experience has been that long-term-investment in a game has far more to do with people just having complicated lives with lots of demands on their time, or people just being flakes.
I've explained this in a previous comment, so I'll leave it at that. Sorry to make you do math!This. Especially when considering the number of variables. ~200 people surveyed with over 20 categories of people? Seems like it's practically a guarantee that some groups must be underrepresented. I will admit it's been awhile since someone made me do the math.
Also, another problem with the graph: what the heck is the X axis? No label? No numbers? Are the lowest categories sitting at 0 or 1? Is the max 100% or 10 people? Is it linear or logarithmic?
It's not so much that they've mixed up the terminology -- it's that I don't know if it's mixed up, or to what degree, because the information we've been provided is too vague to draw conclusions.I suspect that for most people who have never actually trained in improvisation, the term 'Yes, And' has become merely a shorthand for what it means to improvise, even though (as you say), it's really only one specific use-case in the improvisor's toolbox. The same way people who aren't full roleplaying gamers will use the term 'D&D' as a synonym for 'RPG', even though it's not. So I think we usually should cut those folks a little slack more often than not, when they don't use the terminology as precisely as it is meant to be used.
They're at least trying!That's more than we can say about a lot of people!
On this, how do these survey response rate match the general population? Is there any data that shows RPG/gamers populations by personality category? Maybe these percentages of respondents is significant, maybe notSure, surveying 200 people isn't the most extensive survey, but data like this isn't quite common in the first place. It's interesting because this is how people are responding to a survey that asks about table compatibility. The self-selection is the most interesting part. Who cares enough to even take the survey?
I totally agree with your point there, but I hear more about the mechanics of how people leave games (work stuff, life changes, family, etc.), but I am curious why? Why do some people act so flaky? Why do they choose to join a game when they obviously won't stay for the long term?
What makes a group want to stay together?
That is essentially how it's been done since the hobby began. And that has worked out for a lot of people. Heck, I might even suggest it worked for most people. They would not be playing anything if they weren't able to make it work. But it isn't always easy, or pleasant.You're surfacing a great point here. I don't know if there is a perfect game system that works for everybody. But I believe that you can shape an RPG to be the right game for a group of people.
"Storyteller" and "Writer" sound very similar without adding context, and providing defintions within that context. Now I wonder. Does a Writer want to play with other Writers because their playstyles match? Or do they want to play with other types who aren't going to demand the same spotlight to highlight their character stories, too?Yeah, I 100% agree with this point. The reason I built this quiz is that the friends you often play with will be a mixed bag of players who all want different things. This is worsened by the fact that people self-describe their preferences differently from their actual preferences at a table. For example, my GF thought she was a Storyteller, but she turned out to be a Writer when she took the quiz. This became clear when she told me that her character's story was more important than the emergent story from the table.
Sure. And those circumstantial arrangements might only last as long until you can replace them. Or the campaign ends. Or people stop showing up. Sometimes we just need to settle and make do with what we have, otherwise we have no game, no group, and no reason to complain about it.Usually, because we are friends of circumstance. We just find people out in the wild. Planning a game around that is nigh impossible, unless you can understand deeply how those players interact with each other and the campaign itself.
That's just the way it is. The best you can hope for is to find people whose wants either coincide with the wants of others at your table, or at the very least, not get in their way. It's hard to please everyone.The worst part is that each of those friends is willing to be committed and available, granted that they are getting what they want out of the game. When that starts to diverge, people grow disinterested and disengage.
Or stop looking for perfect altogether. Nothing is perfect. But there can always be better. You just have to know what it is you want, and find the right people who can give it to you. Most games can provide what you're looking for if you happen to be in the area. But if they're attracting too many people who might be looking for something else that is antithetical or opposite of what you're looking for...You're right, a perfect game is about making something for everybody. It's about finding the select few you want to please, and shaping the game to be perfect for them.
I believe the industry figured out that people sitting at a table and playing their games doesn't make them money. Selling the game made them money. Once the game is sold, however, the customers stop being customers and became independent. The game could be played entirely from their imagination, making their own adventures and stories, etc.
So what does a company do tokeep makingmake more money? More supplements. More subscriptions. More editions/revisions. More "lifestyle" products. But most importantly, more customers. Appeal to everyone possible so no customer is left behind. Then leave it for them to sort themselves out.
What happens at the table with their game is of no concern to them unless it can make them more money. That is their holy grail...
And I have rambled on enough for today. Time for me to do something productive. Cheers!![]()
Playing online has made this particular point of contention almost irrelevant now. Covid proved that it was a viable way to play the game without ever leaving the house, or confining yourself to just the people in your immediate area/town/city. It may not be the preferred way for everyone, but it has its advantages. And of course, it became another way for publishers to sell you those books all over again. And again, if you switched to a different software program or service. $$$While I don't exactly disagree with this, I have to note that being too casual here is industry poison, in the sense that if you teach people that they can't get a game together with your system, they most likely (not counting people like me who will buy a game product that isn't too expensive just out of abstract interest) stop buying add-ons and new editions. That's the hideous advantage D&D has always had; you can probably put together a D&D game almost no matter what barring very hard edged constraints on when and where you can play.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.