Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
"Hot Take": Fear is a bad motivator
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="payn" data-source="post: 8244952" data-attributes="member: 90374"><p>I love enthusiasm, however its something I feel game and adventure design has been very hit and miss on. I love the various character options out there such as; traits, backgrounds, archetypes, prestige classes, etc. Often, these options are not well balanced amongst themselves, which makes some options much more stronger than others. It also leads to homogeneity in the gaming community as folks come to consensus on the best options to take. The Paizo adventure paths do a good job on both the character options and adventure campaigns. Its great to not only see options tailored to the campaign, but also included in the modules to assist the GM. I say a good job, but not a great one. I think this is a space that is ripe for the next gaming design breakout. Or, maybe that's just where my hopes lay. </p><p></p><p>At the table, the GM often has a lot of responsibility to make sure the enthusiasm comes alive. It's great if a player hits the table with a cool background, and gaming options to fit. However, if the character never encounters the chance to explore these endeavors, it kills enthusiasm dead. For decades that large burden rested on the GMs shoulders, but I hope adventure design can help bring up the average GM in this area.</p><p></p><p></p><p>Affection is reactive for sure. It can be a very difficult element to cultivate at the table for both GM and players. I've seen GMs put a lot of love into a cute cuddly NPC only to have the players take a giant dook on it. A GM has to understand that the players wont bite on every hook, and sometimes you have to follow their lead. This can take you to really fun places and its memorable for sure, but it can also kill a GMs enthusiasm dead if the players hate their ideas. </p><p></p><p>I think the enthusiasm is a lot stronger of a motivating element than affection. Affection is just so difficult to think about in a tangible way like enthusiasm or even fear. Fear has long held its position as a motivator because its so tangible. It's baked right into the rules and its conditions are clearly spelled out. Every adventure module hits the fear factors, not so much the enthusiasm or affection points. Though, as adventure design grows and changes, maybe these intangible items can become a stronger motivation factor as folks learn to utilize them better at their tables?</p></blockquote><p></p>
[QUOTE="payn, post: 8244952, member: 90374"] I love enthusiasm, however its something I feel game and adventure design has been very hit and miss on. I love the various character options out there such as; traits, backgrounds, archetypes, prestige classes, etc. Often, these options are not well balanced amongst themselves, which makes some options much more stronger than others. It also leads to homogeneity in the gaming community as folks come to consensus on the best options to take. The Paizo adventure paths do a good job on both the character options and adventure campaigns. Its great to not only see options tailored to the campaign, but also included in the modules to assist the GM. I say a good job, but not a great one. I think this is a space that is ripe for the next gaming design breakout. Or, maybe that's just where my hopes lay. At the table, the GM often has a lot of responsibility to make sure the enthusiasm comes alive. It's great if a player hits the table with a cool background, and gaming options to fit. However, if the character never encounters the chance to explore these endeavors, it kills enthusiasm dead. For decades that large burden rested on the GMs shoulders, but I hope adventure design can help bring up the average GM in this area. Affection is reactive for sure. It can be a very difficult element to cultivate at the table for both GM and players. I've seen GMs put a lot of love into a cute cuddly NPC only to have the players take a giant dook on it. A GM has to understand that the players wont bite on every hook, and sometimes you have to follow their lead. This can take you to really fun places and its memorable for sure, but it can also kill a GMs enthusiasm dead if the players hate their ideas. I think the enthusiasm is a lot stronger of a motivating element than affection. Affection is just so difficult to think about in a tangible way like enthusiasm or even fear. Fear has long held its position as a motivator because its so tangible. It's baked right into the rules and its conditions are clearly spelled out. Every adventure module hits the fear factors, not so much the enthusiasm or affection points. Though, as adventure design grows and changes, maybe these intangible items can become a stronger motivation factor as folks learn to utilize them better at their tables? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
"Hot Take": Fear is a bad motivator
Top