Simon T. Vesper
First Post
What is your idea of a good playing experience?
Without knowing this, it is impossible to engage you in a meaningful way regarding this idea of an "advanced" game.
I disagree. You could begin by defining your objective or purpose for the game. From there, you can give examples of how you might apply knowledge, skill or complexity, all with an eye toward progressing your game toward your objective.
Even if you accept that there are many different objectives for the game ~ each of equal value ~ some of which contradict or conflict with each other ~ you can explain each (or as many as you prefer) within the context of the terms provided.
[example]
The purpose of a role-playing game is for the player to create a character and immerse himself in the GM's world. Total immersion is the desired end-state. However, because we know we're playing a game, we cannot maintain total immersion for long periods of time. But if we approach other aspects of the game with this goal in mind, understanding the limitation, we can identify associations that ultimately contribute to that penultimate experience.
Goal-setting is one of these elements/associations. Who determines the players' goals for a game? Is it the players or the GM? If it's both, who has more or less influence over the final decision? Which of these answers ~ the players decide their goals; the GM decides the players' goals; the GM and players engage in a dialogue to determine their goals ~ best contributes to the purpose of the game, i.e. achieving those moments of total immersion?
Players should be fully responsible for setting their goals. This is the better answer because it helps to ensure maximum investment in the game. If the GM sets the goals, either session-to-session or across a long-term campaign, there's a risk that the players simply won't buy in. Sure, there's an understanding that the game won't happen unless the players are willing to engage it on its terms, and there are times when it's appropriate for a GM to go, "This is the adventure we're running tonight because reasons," but for maximum player investment, the best approach is to let the players decide what they want to accomplish in the game.
All of this is a baseline: the purpose is achieving total immersion; invested players are more willing to suspend disbelief and immerse themselves in the game; player investment is best achieved by letting them decide their goals.
Now that we have a baseline for comparison, how can we advance this game? What knowledge or complexity can we bring into the game to make it more likely that we'll achieve total immersion?
[/example]