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<blockquote data-quote="DrunkonDuty" data-source="post: 4457459" data-attributes="member: 54364"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4455491" target="_blank">Games that didn't survive first contact. . . </a></p><p> </p><p>What follows is just an attempt thrash out an idea that is nagging away in the back of my head. So if you're not interested in that sort of thing best to tune out now.</p><p> </p><p>(Dykstrav: I hope you don't mind me using large chunks of your posts as examples here. But they struck a chord.)</p><p> </p><p></p><p> </p><p></p><p> </p><p> </p><p>The above has got me thinking about how different systems really seem to appeal to very different play styles. </p><p> </p><p>Most of the Werewolf games I've heard about went much like the one described above. Not all. But most. I'm not at all familiar with WtO but it seems to have a very definite (and different) appeal.</p><p> </p><p>Thing is, I'd have thought they would appeal in much the same way to much the same people. To whit: "I have super powers, I am so much better than all the Kine out there, time to kick arse and live out some infantile revenge fantasies." All the WoD games have this possibility, even though the systems themselves do try to encourage a much more reflective style of game. </p><p> </p><p>I have seen and heard about a lot of games (not just WoD) that, er, have a greater facility to encourage the release of the Id. Sorry about the Freud but I'm trying to refrain from provocative language. I'm thinking that games that are closer to real life tend to get more of this Id release. eg: cyberpunk games tend to get more personal in their violence than, for instance, traditional fantasy games. Oh the body counts in the average DnD game will be MUCH higher than your average cyberpunk game. But the way in which the murder and mayhem is gone about differs greatly.</p><p> </p><p>How about: certain games seem to appeal to those looking for a greater cathartic release than others. And not just a release of violence but also more of violent passions.</p><p> </p><p>I have to go off to work, I will try to finish this later. But if anyone has managed to read this far and can see something to respond to I'd love to hear what you have to say. As I said at the start I'm just trying to form a concrete idea about this. Gathering data with the hope of seeing a pattern form.</p><p> </p><p>yours in a tumultous state of mind,</p><p>Glen</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4457459, member: 54364"] Forked from: [URL="http://www.enworld.org/forum/showpost.php?postid=4455491"]Games that didn't survive first contact. . . [/URL] What follows is just an attempt thrash out an idea that is nagging away in the back of my head. So if you're not interested in that sort of thing best to tune out now. (Dykstrav: I hope you don't mind me using large chunks of your posts as examples here. But they struck a chord.) The above has got me thinking about how different systems really seem to appeal to very different play styles. Most of the Werewolf games I've heard about went much like the one described above. Not all. But most. I'm not at all familiar with WtO but it seems to have a very definite (and different) appeal. Thing is, I'd have thought they would appeal in much the same way to much the same people. To whit: "I have super powers, I am so much better than all the Kine out there, time to kick arse and live out some infantile revenge fantasies." All the WoD games have this possibility, even though the systems themselves do try to encourage a much more reflective style of game. I have seen and heard about a lot of games (not just WoD) that, er, have a greater facility to encourage the release of the Id. Sorry about the Freud but I'm trying to refrain from provocative language. I'm thinking that games that are closer to real life tend to get more of this Id release. eg: cyberpunk games tend to get more personal in their violence than, for instance, traditional fantasy games. Oh the body counts in the average DnD game will be MUCH higher than your average cyberpunk game. But the way in which the murder and mayhem is gone about differs greatly. How about: certain games seem to appeal to those looking for a greater cathartic release than others. And not just a release of violence but also more of violent passions. I have to go off to work, I will try to finish this later. But if anyone has managed to read this far and can see something to respond to I'd love to hear what you have to say. As I said at the start I'm just trying to form a concrete idea about this. Gathering data with the hope of seeing a pattern form. yours in a tumultous state of mind, Glen [/QUOTE]
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