[Ethan Gilsdorf on D&D at age 40] Ruminations on gamer persuasion, and "SDI Hypothesis"

Mercurius

Legend
Ethan Gilsdorf is known for his book from a few years back, Fantasy Freaks & Gaming Geeks; you can check out his blog here: Dungeons & Dorkwads. Anyhow, I just watched a short video interview on a local Boston news channel which, while not really saying anything new to any who might be reading this, inspired an interesting thought. Gilsdorf pointed out that D&D appeals to both the more story-based, acting types, and the more "nerdy" left-brained types. While most of us don't fit neatly into either category, but instead have varying elements of both - and perhaps one or two other major qualities - in our gaming persona, I did find it an interesting framing that explains many of the debates and disagreements in the D&D world.

I'd actually expand Gilsdorf's two types, to three major "gaming persuasions." This isn't quite the same as Ron Edwards' theory, but here are some similarities. Please note that these aren meant more as general types and that no person--or rather, very few--fit neatly into one or the other. Rather, they are broad archetypes, and we all have elements of each in our gaming persuasion.

Strategic, game-focused, stat-based (competitors, analysts, "nerdy")
These tend to be the folks that get really into rules complexities and the fine-points of the rules, from rules lawyering to character optimization, to tactical combat. For them it is game-first, story and world second. They tend to like to play characters that are as powerful as possible, or at least really fun to play from a mechanical standpoint. For them, player autonomy is key, yet they often play their character from a third-person perspective ("she/he draws his sword").

Dramatic, performance and story-focused (thespians)
For these folks, the narrative is first and foremost - and the role aspect central to their enjoyment. They tend care more about playing any role well than what role they are playing. They often like playing characters that are off-beat, and don't care as much how "powerful" their character is relative to others, and usually say "I" in reference to their character. DMs of this persuasion often really get into the narrative, using voices for NPCs, and creating a dramatic experience.

Imaginative, lore and world-focused (explorers, creators)
These folks are focused on the imaginative experience and enjoy world building, world exploration, and the setting elements of the game. They're the ones, as players, that want to know the "true history of the world" - are into arcana and lore and see the gaming experience as an immersion into imagination. They have a tendency to focus on these aspects at the expense of others, and sometimes care more about the history and cosmology of the world, rather than the story and game itself.

Again, this is not a narrow typology - all D&D players have elements of all three, but most of us have more of one than the other. Its just a particular lens, not absolute law. I'm also not quite sure about the names - Strategic, Dramatic, and Imaginative. I started with Analytic for Strategic, but thought Strategic worked better.

So my question is: what does this miss? Are there other, major archetypes that should be included? Or do those three cover the major persuasions? And where do you fit in?

Speaking for myself, I would say I have a primary persuasion of Imaginative and secondary and relatively balanced persuasions of Strategic and Dramatic, with perhaps a slight edge towards the Dramatic. If I had to put it into percentages, I'd say 45/30/25 IDS, or something like that.
 

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Some people want to be a massive damage dealing barbarian regardless of what game they are playing.
Some want to engineer a vehicle for a game, not play the actual game with it. Min/max a character, build a deck, etc.
Some want to tell jokes, be silly, and have fun. Fun is #1. Games, stories, math, acting, the rest is a distraction.
Some want to design games. They prefer crafting a tightly knit game of rules and game pieces.
Some want to win. They are there to cross the finish line, maybe first, maybe their best so far, but winning is important.
Some come to party, play loud music, drink and get down.
Some want to meet other people and make friends.
Some want to rule over others and use games to feed their power fantasy.

I've rarely met anyone who has one desire or goal in life, even for one hobby. People are too big. We like and dislike all sorts of stuff. And our reasons can be murky to ourselves sometimes.
 

Some people want to be a massive damage dealing barbarian regardless of what game they are playing.
Some want to engineer a vehicle for a game, not play the actual game with it. Min/max a character, build a deck, etc.
Some want to tell jokes, be silly, and have fun. Fun is #1. Games, stories, math, acting, the rest is a distraction.
Some want to design games. They prefer crafting a tightly knit game of rules and game pieces.
Some want to win. They are there to cross the finish line, maybe first, maybe their best so far, but winning is important.
Some come to party, play loud music, drink and get down.
Some want to meet other people and make friends.
Some want to rule over others and use games to feed their power fantasy.

I've rarely met anyone who has one desire or goal in life, even for one hobby. People are too big. We like and dislike all sorts of stuff. And our reasons can be murky to ourselves sometimes.

I agree, but....not sure how that applies my "hypothesis."
 


That's as good a thesis as any. It wanders a bit too close to the Gamist-Narrativist-Simulationist model for my taste, though.

That's a good point. I think one of the reasons it works on its own (imo) is that it is a bit easier to grasp. GNS is sort of like literary critical theory - you have to be in the inside of academia to have any clue what people are talking about - so too with GNS and game designers. This hypothesis is more impressionistic.
 

Actually, you may have just reinvented GDS theory: which was one of the precursor theories to GNS. It breaks down pretty similar based on your quick description. If you would classify a typical World of Darkness player as a "thespian" rather than an "explorer" I think you are definitely closer to GDS than GNS.

I tend to prefer GNS to GDS, mainly because GDS doesn't really describe "narrativism" at all. If that isn't a playstyle you are drawn to, then GDS can be useful for just figuring out player preferences and the like.
 

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