Sword of Spirit
Legend
Interesting question. System definitely matters in terms of effectively accompling your goals and creating a desired experience at the table. But does achieving your GM goals and creating the desired experience substantially affect the amount of fun the players have? Does a player's fun depend on achieving goals or specific experiences that are related to their own expectations?
I think part of it depends on personality in general. Many people just want fun, and don't care how they get there. For those people you might get virtually nothing done in the game session, but if everyone is goofing off together they might have as much fun as a perfectly crafted and run adventure would provide.
I think fun isn't usually all that affected by system, but *satisfaction* for me very much is. I gues that's how I would define it. I have certain expectations going into a game, and if they aren't met, I'm going to be unsatisfied, even if I have just as much fun. In the long term, building frustration probably will actually reduce my fun.
So does that add to the equation? Is it all about fun? If not, is there something else we can get out of the experience to better meet our needs?
I think part of it depends on personality in general. Many people just want fun, and don't care how they get there. For those people you might get virtually nothing done in the game session, but if everyone is goofing off together they might have as much fun as a perfectly crafted and run adventure would provide.
I think fun isn't usually all that affected by system, but *satisfaction* for me very much is. I gues that's how I would define it. I have certain expectations going into a game, and if they aren't met, I'm going to be unsatisfied, even if I have just as much fun. In the long term, building frustration probably will actually reduce my fun.
So does that add to the equation? Is it all about fun? If not, is there something else we can get out of the experience to better meet our needs?