Did I discover the Left Wing and Right Wing of D&D gaming styles?

Von Ether said:
In theory, that's how it should be. :)

It seems that most games end up with the GM saying he's running something and then the players all stat up something that they want to play without even asking (or having the GM provide) a context of how that PC may or may not work.

Hell, most players don't even talk to each other to figure out the PCs will work as a team. No one communicates and each work as they are in a vacum.

This may actually be the type of "World Cusine" mentioned in the first post, which is actually the chaos caused when everyone is just thinking of themselves instead of trying to work with each other to make sure everyone will have a good time.
Now, when I start up a game, I email all the players with a brief description of the opening situation in the first game, and ask them all to work out how they have a link to at least one character (PC or NPC that I've described).

E.g. to start my last Arcana Unearthed campaign, I told the players that they would be attending the wedding ceremony of Voen Skytide, a bright, popular Faerie Loresong, who had decided to settle down with his sweetheart. All came up with reasons for why they would be there, and the game began with "Right, it is the day before the wedding..."

For the previous campaign, several of the players independantly decided to be dwarves, word got round (as they were establishing how they knew each other), and soon they were all Dwarven cousins (including the half-orc...).

Cheers,
Liam
 

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I don't really like thining through all the specifications and things of all the cities in my world, what kind of economies and relations they have etc.

So I guess that would put me in the World Cuisine category.

However, most things have a reason for things happening. Bad guys have reasons for doing what they do, no creatures are out of place, and everything is just as guarded as it should be (the characters tried to attack the dark elves when they were raiding the surface, but they had to leave when it turned out a single band of four scouts could almost kill them single handedly).

and I guess as a player in my campaign, everything would seem like cuisine, just cause they don't know all the reasons behind what's happening :D.


Personally, I'd group the "left wing" and "right wing" on the hack and slash and roleplaying lines, as there is a lot of argument about those I've seen.
 

BiggusGeekus said:
World Cuisine. I don't like telling my players what kind of character they can play.

Also, I eat omlettes with salsa and drink white wine with a steak dinner. I'm a food rebel, baby!


Same here

I set a few "this doesn't exist in my world" rules and go to it --

My Mother is fond of saying a place for everything and everything in its place and I think thats a good rule for gaming

Some games worlds are more restrictive than others

As an example

When I made my main game world Midrea I used the axiom and left room for any goofy thing people wanted to play -- Races are a bit limited Human, Changeling, Dwarf and Warmade, a catchall for magogene enginered races but that covers well pretty much everything ECL 0

Every class has a place on the world and you can do pretty anything in the world --

My current party has

a Wolfling Wardmade Druid

an Avaricious Dwarf Wizard

2 Changelings

a renegade Brin (a culture a little like 18th century America) with a creepy slaver vibe

and a Crazy Deom Possesed Psion OOC everyone calls Silent Bob --

OTOH if someone had wanted to play a Viking Samuaria I could have winged it and Buddhist Spartans are easy


OTOH my secondary world is quite limited in race and class -- Humans Only and 3 (flexible) classes -- Adept, Warrior and Expert -- and the cultures are limited as well --

Its all a matter of taste

As for food -- I am a food rebel too -- Lamb Tacos with sour cream, salsa and a side of grits, a green salad with a nice panatone for desert is perfectly fine IMO
 
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Afrodyte said:
I discussed something similar on another forum.
I think that's some of the best, most accessible stuff I have ever seen Chris Lehrich write.

However, there is a basic problem with the world he recommends you create. While the world would be more vibrant, exciting and real-feeling than any world I would create, it would be very difficult to communicate this world to one's players. While I would love to game in the world Chris recommends you create, I can think of, at most, two other players who would be able to comprehend it to the point of playing within it in a realistic way.

Essentially, what would happen is that without a really solid understanding of the social science on which Chris's model is premised, a player would be continuously mystified by how people reacted to his particular opinions. The main reason we reify clusters of beliefs into worldviews is to aid us in expressing and comprehending them, effectively producing a kind of reductive shorthand for clusters of shared beliefs. A world resistant to this strategy, while more realistic, would be harder to communicate to someone who was not a student of the social sciences.
Too often the "game worlds" that GMs create are aesthetically and culturally monolithic, even to the point where it contradicts the consistency they were going for.
I agree that this can be a problem. However, I think it arises because of the above phenomenon. I give players things that are more monolithic and coherent than a real culture would be because this exercise in shorthand enables people to better apprehend my world. If we assume that a world is not a parody of modernity and is sufficiently "other" to be a unique fantasy world and it has the non-monolithic characteristics you want, how do you give your players enough of a sense of what it is like in order for them to be able to play authentically?
It's one thing to say that one culture in an area or adventure locale is dominant, but quite another to say that the cultural and cosmological model for the entire world defaults to one paradigm.
But here's the problem: if there is no coherent cosmological model for the whole world, what do the rules represent? The rules are a game's physics, or portion thereof; the various cosmological models in the game therefore have to share elements at least insofar as the rules speak to those elements.
People assume that adventurers exist outside society, that they can only impact and be affected by it if they choose to be. As a result, they don't think very carefully about wanting to be "special," thinking nothing of having minotaurs, half-dragons, and the like as characters. Having seen this too many times, GMs try to reverse this trend by being exclusionist as opposed to just focused, and this makes it difficult for players (like myself) who find it intriguing to roleplay with the idea of the outsider in society.
What do you mean by "outsider" here? Do you mean dissident?
Overall, I prefer games where there is thematic focus, but I think there is always room for diversity within that focus. If you want heroic fantasy, there are many cultural ways to implement that. Western cultures do not have the monopoly on heroism or fantasy, and an intriguing way to deal with something like this would be to provide various cultures who define heroism in different ways,
But at some point, again, you have to look at system here. In D&D, heroism is inherently violent, in part because the experience mechanic causes the universe to reward people for effectively employing deadly force; and the form of this reward is typically to increase people's capacity to exert deadly force. System, therefore, plays a considerable role in defining what heroism is. Fortunately, there are many cultures that correlate heroism and violence so this isn't too much of a problem. But it does speak to my point that one cannot create a game world that is silent on objective cosmology.
For a people who are eternally young and beautiful, for whom death is not inevitable, who may even welcome the change that death brings, what becomes the meaning of ultimate sacrifice? What kind of lives do their heroes lead?
This question seems premised on the idea that these elves collectively believe there is an afterlife. What is their evidence for this? Is this belief correct? Correct or not, is this belief monolithic amongst elves?
 

Joshua Dyal said:
I've seen a lot of specious declarations in this thread! I was the closest thing to representingt diversity in my college group; I'm 1/16th Portuguese. :p

I must be lucky

My current group (non college) is

3 Caucausian

2 African American

1 Caucasian Female

1 Hispanic (he'd claim Caucasian as he is a Spanish though raided in Mexico) who is also Disabled (legally blind) if you count such things
 

Turanil said:
I don't see where you see insults. I admit that I like to speak in provocating and colorful tones though, hoping it will be more funny to read.

This is where the cultural stereotype of the French being rude comes from. What you consider "provocating and colorful," many others find quite annoying and insulting.

Personally, I'm willing to play in either 'style' of game, but I'm more likely to build a new, internally consistent world of my own. There'd be a reason why Asiatic martial artists could adventure beside Templar-style knights.

But, other times, I'm willing to just run a fantasty-blender D&D campaign. :)
 


Ace said:
I must be lucky

My current group (non college) is *snipped*

Yeesh, that's fairly impressive. Much more diverse than (literally) vanilla college group I had with only 1-2 females.

The guy who openly worshipped Thor was pretty cool, though :confused:
 

viscounteric said:
Yeesh, that's fairly impressive. Much more diverse than (literally) vanilla college group I had with only 1-2 females.

The guy who openly worshipped Thor was pretty cool, though :confused:

The guy that worshipped Thor was probably an Asatru or a Thorist -- they are pretty common among gamers

most Pagan sects seem to attract gamers like magnets -- My group has had New Agers, Hindus, Catholics, 7th day Adventists, a Satanist and more Wiccans than you can throw a stick at -- sometimes all at once :eek:
 

Ace said:
The guy that worshipped Thor was probably an Asatru or a Thorist -- they are pretty common among gamers

most Pagan sects seem to attract gamers like magnets -- My group has had New Agers, Hindus, Catholics, 7th day Adventists, a Satanist and more Wiccans than you can throw a stick at -- sometimes all at once :eek:

Wait, who is and isn't a pagan in that list?

No, no safer not to answer. Safer not to know.
 
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