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<blockquote data-quote="mythusmage" data-source="post: 1571586" data-attributes="member: 571"><p><strong>Since You've Been Asking</strong></p><p></p><p>How I Would Fix the Roleplaying Hobby.</p><p></p><p>First, by changing what a game is called. Instead of a game it would be called a guide. Such as the Vampire: The Requiem guide to roleplaying in the World of Darkness. Each guide would be just that, a guide to the world and to assuming a role in that world.</p><p></p><p>Second, by changing what the rules are called. “Rules” imply ‘game’. I want to get away from the ‘game’ paradigm. So instead they would be called, ‘mechanics’. A guide’s mechanics would describe the following areas:</p><p></p><p>1. Conflict resolution. That is, determining the outcome of an action when there is a possibility the action could fail.</p><p></p><p>2 Character and character creation. What makes up a character. How a character is designed and fleshed out. Character improvement.</p><p></p><p>3. The setting. What the setting is. Who and what dwells in that setting</p><p></p><p>4. The integration of characters and setting. How a character fits into a setting. How the setting reacts and/or adjusts to the presence of the character. Character/setting interaction.</p><p></p><p>Third, by encouraging in-character interaction over player interaction. This in order to cut down on out of character competition. Replacing it instead with in-character competition. As part of this I would add advice on how to make people more comfortable roleplaying. As well as advice to the player regarding ‘getting into’ the activity.</p><p></p><p>Fourth, by adding guidelines to non-combat conflict. How to handle intrigue, politics, and suspense. Also, guidelines for handling sessions where conflict does not arise. A shopping trip for instance, or a journey.</p><p></p><p>Fifth, by renaming the game master the guide. Since it is his job to ‘guide’ the players through the world they are adventuring in.</p><p></p><p>Sixth, by providing material to assist a guide in presenting his world. Helping him bring his world to life. Characterization hints, describing locations, describing action scenes. How to describe combat without boring the players to tears.</p><p></p><p>Seventh, by providing guidelines to plotting, adapting to unforeseen events naturally.</p><p></p><p>Eighth, by changing the design and focus of adventures themselves. Instead of having a locale, some inhabitants, and a plot an adventure would have a locale, some inhabitants, and for each of the major inhabitants notes on what they are doing, what they plan on doing, and what they would most likely do should certain events occur.</p><p></p><p>Ninth, provide guidelines for motivating the players, and guidelines for player self-motivation. That is, provide material that aids the player with assertiveness and independent thinking. </p><p></p><p>That’s it so far. No doubt there’s more to consider here, but that’s what I came up with.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 1571586, member: 571"] [b]Since You've Been Asking[/b] How I Would Fix the Roleplaying Hobby. First, by changing what a game is called. Instead of a game it would be called a guide. Such as the Vampire: The Requiem guide to roleplaying in the World of Darkness. Each guide would be just that, a guide to the world and to assuming a role in that world. Second, by changing what the rules are called. “Rules” imply ‘game’. I want to get away from the ‘game’ paradigm. So instead they would be called, ‘mechanics’. A guide’s mechanics would describe the following areas: 1. Conflict resolution. That is, determining the outcome of an action when there is a possibility the action could fail. 2 Character and character creation. What makes up a character. How a character is designed and fleshed out. Character improvement. 3. The setting. What the setting is. Who and what dwells in that setting 4. The integration of characters and setting. How a character fits into a setting. How the setting reacts and/or adjusts to the presence of the character. Character/setting interaction. Third, by encouraging in-character interaction over player interaction. This in order to cut down on out of character competition. Replacing it instead with in-character competition. As part of this I would add advice on how to make people more comfortable roleplaying. As well as advice to the player regarding ‘getting into’ the activity. Fourth, by adding guidelines to non-combat conflict. How to handle intrigue, politics, and suspense. Also, guidelines for handling sessions where conflict does not arise. A shopping trip for instance, or a journey. Fifth, by renaming the game master the guide. Since it is his job to ‘guide’ the players through the world they are adventuring in. Sixth, by providing material to assist a guide in presenting his world. Helping him bring his world to life. Characterization hints, describing locations, describing action scenes. How to describe combat without boring the players to tears. Seventh, by providing guidelines to plotting, adapting to unforeseen events naturally. Eighth, by changing the design and focus of adventures themselves. Instead of having a locale, some inhabitants, and a plot an adventure would have a locale, some inhabitants, and for each of the major inhabitants notes on what they are doing, what they plan on doing, and what they would most likely do should certain events occur. Ninth, provide guidelines for motivating the players, and guidelines for player self-motivation. That is, provide material that aids the player with assertiveness and independent thinking. That’s it so far. No doubt there’s more to consider here, but that’s what I came up with. [/QUOTE]
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