1 - It's a model, not a theory.he'd basically eliminated any possibility of making a useful prediction based on his theory.
2 - Models are descriptive, not predictive.
1 - It's a model, not a theory.he'd basically eliminated any possibility of making a useful prediction based on his theory.
1 - It's a model, not a theory.
2 - Models are descriptive, not predictive.
Mea culpa. "Try analyzing play of Torg."
I dunno. If I walked into a goth club, asked appropriate questions, and then told them that 22% of they enjoyed industrial trance music, and said that for purposes of discussion we were using the term "trancegoths" for those folks, I don't think I'd see much outrage. I expect the DJ would be interested in the findings, and might be interested in seeing if the requests he got mirrored my results.
It is, if they asked properly, and that's what we told them. Are you of the impression that there's anyone around here who is not aware that imagined brutal violence is part of the game? When a significant part of our rulebooks are about combat? Anyone is going to be surprised to learn that some folks like the combat system more than other parts of the game?
So, it's completely misleading to attempt to brand tabletop RPG players as enjoying fantasy violence, even if a proportion of them consider it 'cool'. Which is where it's really at. The tired, old business of marketing tabletop RPGs as 'dark' or a little 'edgy', which gets them turned away from thousands of homes, schools and libraries. Sure, make your games 'edgy' or 'dark' thoruogh your choice of games and how you play them. But killing off your future to make a lame attempt to appear 'sexy' on the bookshelves.![]()
OK, calm down for a moment. First, you're WAY overreacting. Second, you're arguing against something that nobody here has claimed.
The WotC marketing research used a statistical mechanism called clustering. Basically, you ask people a bunch of questions, and then you use statistical techniques to determine "groups" of respondents that had similar answers.
All anyone has done is to point out that, data obtained from that, several groups appeared that can be understood subjectively, by looking at the similar answers that define the group, as things like: Power Gamer, Strategist, Method Actor, etc.
That doesn't say anything at all about why people fall into those groups, it just helps us understand the coarse-grained reasons for why people enjoy playing the game. It is not in any way a judgment about those groups, but a quantitative observation from empirical data.
Those categories are too broad and ill-defined to be remotely empirical.
1 - It's a model, not a theory.
2 - Models are descriptive, not predictive.
No. You are wrong.