roguerouge
First Post
When I taught kids in 4th to 8th grade at my summer camp class how to play, they loved it.
When I taught kids in 4th to 8th grade at my summer camp class how to play, they loved it.
more people need to do this
I will posit a hypothesis: If a child is exposed to video games at an early age and plays them a lot, they'll be less inclined to enjoy tabletop RPGs later on. Why? Because their imagination becomes dependent upon external imagery. More and more children are playing video games (not to mention watching television) pretty much as soon as they are ex utero. This is a travesty, imo.
Yet every single study denies this. I mean, the same thing has been said of TV for my entire lifetime. TV is the death of reading. Yet, currently, Young adult fiction sales are up 25 per cent. Every single major publisher now sports a young adult fiction line. The idea that video games are hurting imagination just isn't supported by the studies.
As a school teacher, it certainly appears to me that the kids who read the most, also play video games the most.
You're joking, right?
They do like playing, because playing is fun, and there's a ton of people there and you can manage your character and everyone is laughing and yelling and someone sets the bad-guy on fire right and pushes him off a bridge, and he falls on the goblins outhouse below, and we all laugh about that. In my experience, kids love that, because it's fun.
I will posit a hypothesis: If a child is exposed to video games at an early age and plays them a lot, they'll be less inclined to enjoy tabletop RPGs later on. Why? Because their imagination becomes dependent upon external imagery. More and more children are playing video games (not to mention watching television) pretty much as soon as they are ex utero. This is a travesty, imo.
I don't pretend not to be rather anti-computer games as I see very little, if any, redeeming value beyond the development of certain motor skills and mental processing speed. But at what cost? We really don't know yet, but I can say that every single hardcore computer game player that I've known has been rather unhealthy and unbalanced in a social/lifestyle sense. There are other qualities that I've observed, but won't go into them here.
Imagination is narrative. If we were to talk about "things that inspire the imagination" we would end up covering RPGs, books, paintings, movies, television, video games, theatre: basically the entire breadth of storytelling media. CGs are no less capable of inspiring the imagination than RPGs; as was already said take a look at fanfiction.net or DeviantArt for hundreds of examples of how CGs have inspired imagination. What you're leveling is the judgement that "that kind of imagination" is less worthy than whatever kind of imagination you feel is worthy, like the further adventures of the three Musketeers that <you> dreamt of as a kid after reading the books is somehow more valid an expression of imagination than the further adventures of Cloud and Tifa.
The difference I am pointing to is between what Coleridge calls (secondary) Imagination and Fancy. I think Tolkien's term "secondary world" is directly related to this, as a function of secondary imagination. Fancy deals with fixities; nothing truly new or vital is generated (not "new" in the sense of novelty, but in the sense of a living quality).The IMAGINATION then, I consider either as primary, or secondary. The primary IMAGINATION I hold to be the living Power and prime Agent of all human Perception, and as a repetition in the finite mind of the eternal act of creation in the infinite I AM. The secondary Imagination I consider as an echo of the former, co-existing with the conscious will, yet still as identical with the primary in the kind of its agency, and differing only in degree, and in the mode of operation. It dissolves, diffuses, dissipates, in order to recreate; or where this process is rendered impossible, yet still at all events it struggles to idealise and unify. It is essentially vital, even as all objects (as objects) are essentially fixed and dead.
FANCY, on the contrary, has no other counters to play with, but fixities and definites. The Fancy is indeed no other than a mode of Memory emancipated from the order of time and space; while it is blended with, and modified by that empirical phenomenon of the will, which we express by the word CHOICE. But equally with the ordinary memory the Fancy must receive all its materials ready made from the law of association. - Samuel Taylor Coleridge
The reality of imagination is that it actually takes a lot of work to improve your imagination, so much so that most people are born with as much as they'll ever have the capacity for. To this point it boils down to a binary: does it access imagination - yes/no.
The only reason why it feels right to rag on CGs for not inspiring the imagination is because the narrative of most CGs is bad, they do a poor job at accessing imagination. The stories are terrible, the characterization is flimsy to non-existent, and the structure of the experience does little to promote ownership. The same, however, can be said for most books, movies, television shows, and, yes, RPG games with the sole exception of the ownership aspect. Objectively most RPG stories are bad: a poorly paced, ill conceived pastiche that has a singular redeeming quality in the sense of ownership it fosters in the participants. That's why <you> love your own campaigns but get bored to tears when the dude behind you in line at the convention starts talking about his favoritest elf cleric: you can see just how banal the story is if you weren't there.
As far as MMOs being the death of table-top RPGs, I think that's simply a farce and a failure to look at the bigger picture. The reason I can't see MMOs replacing table-top any time soon is simply for the fact that MMOs are a massive time-sink. There are those rare and occasional people that you meet who can play just once a week. But those people are rare. The average WoW player plays for 21 hours a week. Table top RPGs, however, are great for someone who just wants to get an outlet once a week or even just once a month. It's a completely different animal.
The real competitor with table-top RPGs is not just MMOs or video games - it's everything in today's media. It's also Facebook, and Instant Messaging, and Rock Band, and File Sharing, and YouTube, and even good old-fashioned books - it's everything. I wish people would get that. Saying that it's MMOs that are the problem is missing the forest for the trees.
But even bigger than this problem, I think, is that D&D is a closet activity. In the end, D&D's biggest problem is itself. The fact that D&D is considered by many to be "that game people play in their mom's basement" is the biggest barrier to getting in new players. There's the stigma attached to D&D, and then there's the fact that so many people who play D&D are closet players. So many of the players themselves don't advertise what they do. I hope, however, that this might be going away. It's appearing more and more in popular media, which is a good sign.
All that said, I think that the death of RPGs is simply overstated. As the CEO of Goodman Games stated, D&D had two peaks. One in the 80's, the other in 2001. That's just 8 years ago that we hit a peak. I meet so many players whose first RPG was 3rd Edition.
Ok, hypothesis posited... Now go back that up with some sort of research, and maybe you'll have something. (and accurate research does not equal a few guys you know who play video games.)
As it stands your statement sounds like this generations version of "TV will rot your brain!" or "Comic books will destroy the youth of america!"
I read a study once that indicated after about age 30 people form an attachment to whatever they liked in their "prime" (puberty - early 20s) and almost completely stop liking new things, and even have more of a tendency to dislike new things. I wonder if this is related?
A lot of the actual studies are showing that computer games offer a lot of benefit.
Increased self esteem, increased hand/eye coordination, increased problem solving skills, increased ability to concentrate (and concentrate on multiple tasks at once) and increased visual acuity being some of the top ones.