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Always with the killing
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<blockquote data-quote="DrunkonDuty" data-source="post: 5296616" data-attributes="member: 54364"><p>Put me in the "you and your group have fundamentally different wants from your gaming experience" camp. It's a shame. But chat with them and see if there's some middle ground you guys can meet on. And do offer suggestions for ways to fix the problem. There's other systems, genres, mission types to be had, as suggested by folks above.</p><p> </p><p>Also, one question. Do you think that as a GM you are giving the players enough of what they want? For instance was that poor old in keeper decapitated because the players just wanted to go find a dungeon and kill stuff there but got fed up waiting? </p><p> </p><p>As to my thoughts on why are so many games orientated around killing (And taking stuff. Don't forget taking stuff.) is because this is the way the game has been played since it's inception and the literature that inspires it. Gaming has developed a culture of it. And yes, it's a "boy thing" too. Boy games usually involve physical conflict on some level. There are games that very deliberately try to break out of this culture, many good ones have already been suggested. But I'd say that the dominant culture is still one of slaying the evil hordes.</p><p> </p><p>Most gamers go through stages of what they want out of a game. In my early days all I wanted was to kill things and take their stuff, usually while emulating a favourite character from a book/movie. I even occasionally had my 'let's just kill everything that moves' moments. Not too many, and usually as a expression of frustration at a game that was moving too slowly/not what I wanted in terms of style. That's why I asked about that above.</p><p> </p><p>I have slowly changed what I want over the years. Nowadays I like a good RP session just as much, maybe more than, a good combat session. I loves me some political intriguing. I'll even do a little romance, not too much. </p><p></p><p>Re. system. System does not dictate style. But it does inform and encourage certain styles. A system with elaborate rules for car chases will get car chases. Partly because it attracts players who want car chases, partly because it will encourage car chases. But you can still do romance in DnD and murderous combat in Call of Cthulu.* The system may not provide an elegant solution; the style may go against player expectations, but you can do it.</p><p> </p><p>Oh and XP you. It's an interesting question. Given me much thinking fodder.</p><p> </p><p>cheers.</p><p> </p><p>*do not do Romance in Call of Cthulu. Too many tentacles.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 5296616, member: 54364"] Put me in the "you and your group have fundamentally different wants from your gaming experience" camp. It's a shame. But chat with them and see if there's some middle ground you guys can meet on. And do offer suggestions for ways to fix the problem. There's other systems, genres, mission types to be had, as suggested by folks above. Also, one question. Do you think that as a GM you are giving the players enough of what they want? For instance was that poor old in keeper decapitated because the players just wanted to go find a dungeon and kill stuff there but got fed up waiting? As to my thoughts on why are so many games orientated around killing (And taking stuff. Don't forget taking stuff.) is because this is the way the game has been played since it's inception and the literature that inspires it. Gaming has developed a culture of it. And yes, it's a "boy thing" too. Boy games usually involve physical conflict on some level. There are games that very deliberately try to break out of this culture, many good ones have already been suggested. But I'd say that the dominant culture is still one of slaying the evil hordes. Most gamers go through stages of what they want out of a game. In my early days all I wanted was to kill things and take their stuff, usually while emulating a favourite character from a book/movie. I even occasionally had my 'let's just kill everything that moves' moments. Not too many, and usually as a expression of frustration at a game that was moving too slowly/not what I wanted in terms of style. That's why I asked about that above. I have slowly changed what I want over the years. Nowadays I like a good RP session just as much, maybe more than, a good combat session. I loves me some political intriguing. I'll even do a little romance, not too much. Re. system. System does not dictate style. But it does inform and encourage certain styles. A system with elaborate rules for car chases will get car chases. Partly because it attracts players who want car chases, partly because it will encourage car chases. But you can still do romance in DnD and murderous combat in Call of Cthulu.* The system may not provide an elegant solution; the style may go against player expectations, but you can do it. Oh and XP you. It's an interesting question. Given me much thinking fodder. cheers. *do not do Romance in Call of Cthulu. Too many tentacles. [/QUOTE]
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