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How much does the RPG system actually matter....for player enjoyment?
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<blockquote data-quote="Ahnehnois" data-source="post: 6159246" data-attributes="member: 17106"><p>A few points here. First, I'm assuming for #1, you meant things that the therapist does <em>not</em> have control over. Any healthcare practitioner accounts for only a portion of the patient's response, and in many cases this is small portion. Not many are modest enough to admit it though.</p><p></p><p>Second, there are a lot of subtleties here. While I fundamentally agree that the therapeutic relationship is of prime importance, I'd argue that the different schools of thought might have differing benefits depending on both the therapist and the patient. Some patients can be fixed right up by CBT, while in other cases, CBT might be ineffective and even offensive. Sub in Rogerian counseling or psychoanalysis or medical treatment as well. So while it has not been established that one approach is simply better, I suspect that there are differences on the individual level. Similarly, many marginally effective drugs are great for some people and useless for others, thus we need pharmacogenomics. But yes, the person to person connection (what in medical contexts would fall under "placebo" oddly enough) is very important.</p><p></p><p>No kidding.</p><p></p><p>I think system actually matters more to the players than the DM, because they have to follow rules and the DM does not. If you're a player and you're trying to make a character or perform an action that the rules don't cover (or don't cover well) it can be frustrating and players can fee marginalized. If you're a DM, you just do whatever's in your head, rules be damned. If you're a player, you may read the rules very closely and build your ideas from what you read, but DMs are more likely generating plot ideas that exist independent of game systems and using the system to render them.</p><p></p><p>I also think that rules can have a deleterious effect, particularly by creating perverse incentives. Various iterations and interpretations of D&D's reward system (XP) have certainly been effective in encouraging players to behave in unheroic and sometimes psychopathic ways. Which is a good reason to ignore them.</p><p></p><p>However, I am inclined to believe that the DM-player relationship is every bit as important as the therapeutic relationship.</p><p></p><p>I also think that, as is the case with medical and psychological treatments, people that stand to make money off of these things will of course exaggerate the benefits of rule systems. And indeed, I suspect that good advertising and promotional strategies can encourage changes in behavior independent of the rules, creating a sort of D&D placebo effect predicated on positive expectation. I've seen a lot of talk about "reducing DM prep" or "fast and loose play" or "taking your game back", that is often hyperbolic or simply manufactured. That is, the books themselves wouldn't logically produce those effects. And yet people's games change when they change rules systems. Sometimes, a simple encouragement to play differently can be all you need.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6159246, member: 17106"] A few points here. First, I'm assuming for #1, you meant things that the therapist does [I]not[/I] have control over. Any healthcare practitioner accounts for only a portion of the patient's response, and in many cases this is small portion. Not many are modest enough to admit it though. Second, there are a lot of subtleties here. While I fundamentally agree that the therapeutic relationship is of prime importance, I'd argue that the different schools of thought might have differing benefits depending on both the therapist and the patient. Some patients can be fixed right up by CBT, while in other cases, CBT might be ineffective and even offensive. Sub in Rogerian counseling or psychoanalysis or medical treatment as well. So while it has not been established that one approach is simply better, I suspect that there are differences on the individual level. Similarly, many marginally effective drugs are great for some people and useless for others, thus we need pharmacogenomics. But yes, the person to person connection (what in medical contexts would fall under "placebo" oddly enough) is very important. No kidding. I think system actually matters more to the players than the DM, because they have to follow rules and the DM does not. If you're a player and you're trying to make a character or perform an action that the rules don't cover (or don't cover well) it can be frustrating and players can fee marginalized. If you're a DM, you just do whatever's in your head, rules be damned. If you're a player, you may read the rules very closely and build your ideas from what you read, but DMs are more likely generating plot ideas that exist independent of game systems and using the system to render them. I also think that rules can have a deleterious effect, particularly by creating perverse incentives. Various iterations and interpretations of D&D's reward system (XP) have certainly been effective in encouraging players to behave in unheroic and sometimes psychopathic ways. Which is a good reason to ignore them. However, I am inclined to believe that the DM-player relationship is every bit as important as the therapeutic relationship. I also think that, as is the case with medical and psychological treatments, people that stand to make money off of these things will of course exaggerate the benefits of rule systems. And indeed, I suspect that good advertising and promotional strategies can encourage changes in behavior independent of the rules, creating a sort of D&D placebo effect predicated on positive expectation. I've seen a lot of talk about "reducing DM prep" or "fast and loose play" or "taking your game back", that is often hyperbolic or simply manufactured. That is, the books themselves wouldn't logically produce those effects. And yet people's games change when they change rules systems. Sometimes, a simple encouragement to play differently can be all you need. [/QUOTE]
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