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Owen Stephens Continues 'Real Game Industry' Posts
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<blockquote data-quote="rknop" data-source="post: 8213206" data-attributes="member: 20176"><p>JD Smith1 -- when you say that the liberal arts is a questionable "field" to enter and "It all boils down to supply and demand....", in my opinion you're thinking about it all wrong in exactly the way that I say college students, and much of society thinks about it all wrong. Implicit in these descriptions is that college is job training, and that the result of college is somebody who has been specifically prepared to enter the job market.</p><p></p><p>While that is the purpose of some (many) education and training programs, that is <em>not</em> the real purpose of a liberal arts education (and, as Dire Bare says, earlier general education). Indeed, the liberal arts is not a "field". You don't get a job in the liberal arts. A liberal arts education is supposed to help you think more broadly and flexibly, help you be a more informed citizen of the world, help you engage with the intellectual tradition of the history of civilization. It doesn't prepare you for any job specifically. But, if you do it well (and many students do not), it prepares you to be able to adapt to a wide range of jobs. Yes, for a lot of fields, you will also need specific technical education and skills. but that's not really what a liberal arts education is about.</p><p></p><p>Re: gaming, when you say you are loath to purchase commercial scenarios because the secrets have already been compromised, I submit that you really need a new gaming group. Even without piracy, somebody in your gaming group could buy and read published modules without telling you about it. Your model assumes a tightly information-controlled adversarial relationship between the GM and the players. There has been a lot written about how the assumption of an adversarial relationship between the GM and players can be destructive to RPGs. (If that's what you really want, you're better off playing things like wargames than story-focused RPGs.) You have to trust your group. You have to have a group that's in it to have fun, and that wants to play along. They players have to want there be secrets they don't know if that's part of what makes it fun for everybody. The solution is not tightly controlled information that players <em>can't</em> get to, the solution is players who agree not to read spoilers about the adventures they're playing.</p></blockquote><p></p>
[QUOTE="rknop, post: 8213206, member: 20176"] JD Smith1 -- when you say that the liberal arts is a questionable "field" to enter and "It all boils down to supply and demand....", in my opinion you're thinking about it all wrong in exactly the way that I say college students, and much of society thinks about it all wrong. Implicit in these descriptions is that college is job training, and that the result of college is somebody who has been specifically prepared to enter the job market. While that is the purpose of some (many) education and training programs, that is [I]not[/I] the real purpose of a liberal arts education (and, as Dire Bare says, earlier general education). Indeed, the liberal arts is not a "field". You don't get a job in the liberal arts. A liberal arts education is supposed to help you think more broadly and flexibly, help you be a more informed citizen of the world, help you engage with the intellectual tradition of the history of civilization. It doesn't prepare you for any job specifically. But, if you do it well (and many students do not), it prepares you to be able to adapt to a wide range of jobs. Yes, for a lot of fields, you will also need specific technical education and skills. but that's not really what a liberal arts education is about. Re: gaming, when you say you are loath to purchase commercial scenarios because the secrets have already been compromised, I submit that you really need a new gaming group. Even without piracy, somebody in your gaming group could buy and read published modules without telling you about it. Your model assumes a tightly information-controlled adversarial relationship between the GM and the players. There has been a lot written about how the assumption of an adversarial relationship between the GM and players can be destructive to RPGs. (If that's what you really want, you're better off playing things like wargames than story-focused RPGs.) You have to trust your group. You have to have a group that's in it to have fun, and that wants to play along. They players have to want there be secrets they don't know if that's part of what makes it fun for everybody. The solution is not tightly controlled information that players [I]can't[/I] get to, the solution is players who agree not to read spoilers about the adventures they're playing. [/QUOTE]
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