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<blockquote data-quote="Umbran" data-source="post: 5739023" data-attributes="member: 177"><p>Note how I said that no design is going to be able to serve all goals? </p><p></p><p></p><p></p><p>What you ask, and how you ask it, matters a great deal in how the answer comes out. I'm pretty sure that poll didn't ask the right question about the right type of goal to reflect on what I'm saying.</p><p></p><p>"Which do you prefer: group goals or individual goals?" will have players answering in terms of the same timescale and scope: They're thinking about character goals, probably in the long term. They're assuming the question is more, "Do you prefer long term group goals or long term character goals." The short term, and the players separate from the characters, probably won't enter their minds. So, this is apples and oranges again.</p><p></p><p>There has been some research that reflects on player short-term desires. WotC did it back in 1999: <a href="http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html" target="_blank">Breakdown of RPG Players</a></p><p></p><p>Ask instead, "What is your personal goal tonight (your own goal, not your character's) in sitting down at this particular session? What do you, Joe or Jane Player, want to get out of play tonight? Do you want to feel excitement, solve a puzzle, beat a BBEG, play a miniatures wargame, or eat pizza and joke around with your friends? What about tonight's session will have you coming back next week?" Or, if you are trying to compare: "What are you more concerned about when you sit down tonight - having fun tonight, or setting yourself up for something three months from now?"</p><p></p><p>I suspect most folk will goggle at you, and wonder why they are related. That's because they aren't very related. Long-term goals are things typically handled on the adventure and campaign design level, not in the core game engine. Can you give folks a handle on that longer term stuff? Sure. That's a large part of what the DMG is about.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5739023, member: 177"] Note how I said that no design is going to be able to serve all goals? What you ask, and how you ask it, matters a great deal in how the answer comes out. I'm pretty sure that poll didn't ask the right question about the right type of goal to reflect on what I'm saying. "Which do you prefer: group goals or individual goals?" will have players answering in terms of the same timescale and scope: They're thinking about character goals, probably in the long term. They're assuming the question is more, "Do you prefer long term group goals or long term character goals." The short term, and the players separate from the characters, probably won't enter their minds. So, this is apples and oranges again. There has been some research that reflects on player short-term desires. WotC did it back in 1999: [url=http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html]Breakdown of RPG Players[/url] Ask instead, "What is your personal goal tonight (your own goal, not your character's) in sitting down at this particular session? What do you, Joe or Jane Player, want to get out of play tonight? Do you want to feel excitement, solve a puzzle, beat a BBEG, play a miniatures wargame, or eat pizza and joke around with your friends? What about tonight's session will have you coming back next week?" Or, if you are trying to compare: "What are you more concerned about when you sit down tonight - having fun tonight, or setting yourself up for something three months from now?" I suspect most folk will goggle at you, and wonder why they are related. That's because they aren't very related. Long-term goals are things typically handled on the adventure and campaign design level, not in the core game engine. Can you give folks a handle on that longer term stuff? Sure. That's a large part of what the DMG is about. [/QUOTE]
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