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Human (mis) perception and how it affects gaming
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<blockquote data-quote="Libramarian" data-source="post: 6094733" data-attributes="member: 6688858"><p>I don't think it's just ignorance or laziness that leads to these jingoistic rules of thumb like "skip the filler and get to the fun!" or...what's an old school one...I guess just the general deflationary attitude towards story and drama--the "RetroStupid" aesthetic.</p><p></p><p>Old school bloggers love this stuff actually--there's Ren Faire D&D vs. Metal D&D, "If your players are the sort of wan, <em>fin-de-siecle</em> aesthetes who need a reason to go dungeoncrawling..." etc.</p><p></p><p>I think people crave this kind of tribalism if only to help resolve their own gamer ADHD and get to doing <em>something</em> instead of endlessly pondering what to do next.</p><p></p><p>But I have some hope that if D&D explained, clearly and preferably procedurally, a couple of different types of campaigns, each reliably enjoyable with a low risk of absolute disaster, then people would start to have less trepidation before starting a new game, and consequently less need to be tribalistic and dismissive of other approaches in order to achieve enough psychological momentum to get gaming.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6094733, member: 6688858"] I don't think it's just ignorance or laziness that leads to these jingoistic rules of thumb like "skip the filler and get to the fun!" or...what's an old school one...I guess just the general deflationary attitude towards story and drama--the "RetroStupid" aesthetic. Old school bloggers love this stuff actually--there's Ren Faire D&D vs. Metal D&D, "If your players are the sort of wan, [I]fin-de-siecle[/I] aesthetes who need a reason to go dungeoncrawling..." etc. I think people crave this kind of tribalism if only to help resolve their own gamer ADHD and get to doing [I]something[/I] instead of endlessly pondering what to do next. But I have some hope that if D&D explained, clearly and preferably procedurally, a couple of different types of campaigns, each reliably enjoyable with a low risk of absolute disaster, then people would start to have less trepidation before starting a new game, and consequently less need to be tribalistic and dismissive of other approaches in order to achieve enough psychological momentum to get gaming. [/QUOTE]
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