Colossus; and in some modes Cyclops.do the X-Men have a Defender, though? They seem to be all Strikers & Controllers
Colossus; and in some modes Cyclops.do the X-Men have a Defender, though? They seem to be all Strikers & Controllers
Nothing wrong with these players at all, but if you have a table full of them scene framing may not be the best approach! Break out G1-3 or White Plume Mountain instead.I think a third category is being excluded, though: people who genuinely enjoy a different style of play. For purposes of this discussion, that includes both passive (casual) players and pawn stance players.
My approach is definitely influenced by the fact that I've always had very stable gaming groups.if I have a highly variable group of players then some overarching non-PC-dependent plots are necessary too. No point building everything around PCs when the players don't turn up.
Not the "brain-damaged" ones, but in my quote upthread (post 27) he talks about:Does Edwards actually use 'turtle' to describe his supposedly 'brain damaged' players, though?
I think it's important to at least try to distinguish between three categories of player.
First are those who are actively disruptive, either by refusing all calls to leave their safe zone and engage with the game (like the disruptive Turtle mentioned above), or by engaging with it only in a destructive manner (the Chaotic Stupid type). Whether these players are genuinely enjoying themselves, or they're acting out because of past bad experiences in-game or problems out-of-game, doesn't really matter. They're hurting the fun of everyone at the table and trying to "cure" them is a sucker's game. My only caveat is that when young, usually teenage, players do this, sometimes they grow out of it. If an adult did I'd tell her to leave my table without hesitation.
Second are those who have had bad gaming experiences that shaped their playstyle into something they aren't genuinely enjoying, but who come out of it merely passive rather than disruptive. I personally don't mind having these players, or understand those who do, and sometimes they come out of their shells from watching other people have a good time with a more active style. Whether or not it's worth trying to draw them out or not is up to the individual group, of course.
I think a third category is being excluded, though: people who genuinely enjoy a different style of play. For purposes of this discussion, that includes both passive (casual) players and pawn stance players. If somebody just wants to hang with friends and roll some dice once in a while, or just wants to engage with the game as either a strategic or tactical exercise, that doesn't mean they're wrong or even missing out. They may be getting exactly what they want from the game, even if it doesn't look it to somebody with a different agenda, and casual players in particular can get what they want out of almost any game.
Nothing wrong with these players at all, but if you have a table full of them scene framing may not be the best approach! Break out G1-3 or White Plume Mountain instead.
My approach is definitely influenced by the fact that I've always had very stable gaming groups.
Not the "brain-damaged" ones, but in my quote upthread (post 27) he talks about:
very experienced role-players with this profile: a limited repertoire of games behind him and extremely defensive and turtle-like play tactics. Ask for a character background, and he resists, or if he gives you one, he never makes use of it or responds to cues about it. Ask for actions - he hunkers down and does nothing unless there's a totally unambiguous lead to follow or a foe to fight. His universal responses include "My guy doesn't want to," and, "I say nothing."
This is not a White Wolf 90s brain-damaged player; it's a different target of Edwards' wrath, a scarred 80s Champion/AD&D player who is a victim of adversarial GMing by someone who took those aspects of Gygax and Pulsipher too literally! A variant on this person is described in another Edwards essay as "the bitterest roleplayer on earth" - his/her ideal game would have very heavy, "Gygaxian naturalist" simulationism lead naturally into a very low-real-world-competition gamism: which is to say the player wants to follow the very naturalistic cues, rather than aggressively "step on up" and seize the game by the proverbials.
I know I have met one.. .back in 1983 or so? I am not sure about bitter... but shell shocked and verging on paranoia like a war victim or something.I think these players exist, or at least use to - I've met them and played with some of them. Though as is often the case, I think Edwards exaggerates their bitterness and dissatisfaction. But they can certainly cause mismatch with a certain style of play.
This all fits both with my own conception of the sort of player I have in mind, and I think with what Edwards says: in his Step On Up essay, for instance, he says of the "bitterest roleplayer" thatHmm - I've heard of players scarred by vindictive GMing, who see (eg) PC backstory or personal ties as an excuse for the GM to torment them, fridging their girlfriend or whatever. These players may say things like "I just want to play the adventure", and I can see how they can show characteristics of the genuine sui generis Turtle or Pawn-Stancer. But I don't think it's the same thing.
<snip>
this kind of emotionally scarred player might like to do so - but he thinks the GM will just use it to hurt him again. Unlike the genuine Pawn Stancer, he might like to identify with his PC as a 'real character' - but again he's afraid the vicious GM will just use this as a weakness to exploit.
I've never encountered either of these two player-types. (A good thing, I think.)The genuine Turtle takes perverse satisfaction in not engaging with the adventure or game-world
<snip>
The real Pawn Stancer IME is like the real Turtle, gaining actual satisfaction from not playing the game. I've seen them smile with satisfaction as they deliberately disrupt the immersion of the other participants.
I don't know where this post is going. I've got a vague point in mind so I'm going to ramble and see where it leads.
So I started roleplaying in around 1981 or 1982, aged 10 or 11. Mainly D&D but I went to a games club and there'd be Runequest and Traveller and Boot Hill, Car Wars and minis games, wargames, boardgames. A real melting pot. I moved towns a couple of times, but by 1987 I knew a pretty large and varied group of roleplayers (and boardgamers and wargamers).
And by this time I knew a lot of close friends who were looking for 'something else' from roleplaying. We'd followed the GM breadcrumb trail hundreds of times, whether in D&D or RQ or Cthulhu, Cyberpunk, Twilight 2000 or WHFRP. It could be fun, a real exciting rollercoaster. But it was just that, an exciting ride where we got to shout and laugh and go 'whoooo!' as the attractions whizzed past. Take that ride 500 times and it gets stale.
We wanted to create games that felt like Blade Runner or Aliens or Neuromancer. But the accepted wisdom of using GM force to keep the game progressing didn't allow anyone to be or feel like Deckard or Hicks or Case. We were still just stooges in the GMs show.
Now, a lot of people were thinking very hard about this, even back then. The problem was the prevailing mindset - which was that solving this problem somehow involved the GM doing something different. That if the GM suddenly hit on some magical formula, this perfect game would spring up and be awesome. I had a lot of conversations with a lot of people about how to try and GM these 'player-empowering' games where player choice completely drove the themes and the central story.
(As an aside, I think the sandbox was an early attempt to solve this problem. And while not what I, or many, were looking for certainly offered a new and intriguing type of play. It attempted to eliminate much of the GM force, but personally I didn't find it filled the void with anything of interest.)
Anyway, it took about 10 years of development and evolution in game design, but when it started appearing it turned out that a bunch of very clever people had realised not just that that 'the GMing had to be different' but also 'the playing had to be different'. In other words, our 'player empowerment' of 1987 needed to come from the player, not the GM. That was a key breakthrough and it may seem obvious, but anyone that wants to pretend so is being wise after the event. It was a theoretical brick wall back then.
My experience is it still isn't obvious now. I decided to broaden my horizons a while back and went along to a local rpg club to meet some new people. What I saw was a lot of games which could have come from 1985. They had shiny new rulebook and systems but the game was the same as it was back then. I ran Apocalypse World for some people. Two or three, who were familiar with Fiasco and Lady Blackbird and Burning Wheel, dove straight in. But others, used to following the GMs cues to the answer, were lost - and that lostness was manifested as being passive and reactive.
So when I hear about passive play and passive players I have a lot of sympathy because I've met a lot of cool people over the years looking for something they haven't got from mainstream play, but who are wary of being told 'This time it'll be different - it'll be your story, your decisions'. They've heard that sales pitch 1000 times and it hasn't been true.
This is pretty interesting to me--what would you say were the first hints of games, or specific mechanics in games, that explored some of this? My experience at the time is incredibly narrow--In the '80s, I pretty much played BECMI, a little Top Secret S.I., and Battletech, and that's about it.
The real Pawn Stancer IME is like the real Turtle, gaining actual satisfaction from not playing the game. I've seen them smile with satisfaction as they deliberately disrupt the immersion of the other participants.
Nothing wrong with these players at all, but if you have a table full of them scene framing may not be the best approach! Break out G1-3 or White Plume Mountain instead.
This is pretty interesting to me--what would you say were the first hints of games, or specific mechanics in games, that explored some of this? My experience at the time is incredibly narrow--In the '80s, I pretty much played BECMI, a little Top Secret S.I., and Battletech, and that's about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.