RPGs ?!?

Grimhelm said:
It is a game intimately involved with the symbolic and magical struggles of being young. Leave it to the kiddies, says I! ;)

You young whippersnappers and yer newfangled "non rpg games." I remember back in the day when we had different rules for each kind of rpg. And none of 'em used the same kind of dice. And we had to take crayons, crayons I tell ya, to color in the dice 'cause companies hadn't figured out ink yet. And we didn't need any of those fancy miniatures. We just used pieces of candy and you got to eat your enemy when you defeated 'em.

Did we ask for different "non rpg games" to play? No! We just took the game the way the gods designed it and we slayed them monsters. We killed em all. And we were happy with it. Happy, I tells ya.

Kids these days.
 

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I'd certainly be up for some RPGs. The last sessions were just out of step with my schedule and I wasn't too thrilled with the system and then when I had time to play it seemed like the game was wrapping up and I didn't want to step in just at the end with a character that no one knew and would just be along for the ride.
 

Grimhelm said:
Strangely, I think if I were to ever role play again it would be with young children.

I have found that playing with my 10-year-old has been a lot of fun. He is a very imaginative guy and a voracious reader. Setting his imagination loose in an RPG has been a lot of fun and really helped keep my enthusiasm up. When the game is scary, he actually gets scared and really gets pumped up when it gets exciting.

I figure that fishing dads take their kids fishing, hunting dads take their kids hunting and sports fan dads take their kids to sporting events. This is what I do in my spare time and I enjoy being able to share it with my son.

Even then, I doubt it would appeal to me. It is a game of youth. It is a game intimately involved with the symbolic and magical struggles of being young. Leave it to the kiddies, says I! ;)

I certainly don't agree that it is a game of youth, but it clearly appears to be a game of YOUR youth. I think it is a shame that you are choosing to leave RPGs behind, but just in the time I have known you this seems to be a line you have approached several times, then backed away from, then approached again. You obviously have fun when you play, but you equally obviously feel RPGs are beneath you.

While I have certainly set aside some childish things over the years, there are some I have kept and still enjoy. RPGs happen to be one of those and in many ways I think I am a better RPG player now than I was as a kid. Mainly because I have a better grasp of what it would be like to be a different person because I have a much broader world view than I did as a kid.

I do think it is amusing that the things my dad dismissively told me I would grow out of as I grew up, I have instead continued to embrace. And the things he felt for sure I would someday mature into, I still remain resolutely bored by. For example, he insisted on taking us fishing last fall. I would, frankly, rather just tool around in the boat and enjoy the water, while he insisted I actually fish. You would think at 40 that I would know whether I like fishing or not, eh?
 

BobProbst said:
I'd certainly be up for some RPGs. The last sessions were just out of step with my schedule and I wasn't too thrilled with the system and then when I had time to play it seemed like the game was wrapping up and I didn't want to step in just at the end with a character that no one knew and would just be along for the ride.

Yeah, I wasn't keen on the system either.

It is just really, really hard to get people together to play when we all have real lives. Really, there are only a few in our group that don't have kids and families to schedule around -- And Chris is sort of married to his job :)

Plus, two of our group just had new babies last fall and it isn't like Bob is actually raising a teenager either.

Clearly I am one of the least timely people anyone is likely to encounter, but I hope that doesn't come across as a reluctance to play, on my part. I've been late for everything in life since I got out of high school.
 

I think you misunderstand me. I have tried the game many times of late thinking that I might enjoy it, but in reality, I do not and cannot, and it has nothing to do with the game being beneath me. I just simply don't find value in it anymore. I think role playing is a way for kids to discover and manifest their own character in a make believe world. The monsters are of mythical and symbolic nature. I think an argument could certainly be made that the themes are universal, but also of a universally child-like nature. It is not that I have ougrown escapism, but simply that the function of gaming (as it worked for me) is no longer an outlet that I require. I find art and writing and music to be much more worthwhile outlets for me now. The mythical cycles and stories that Vince and I told together are no longer relevant to who I am as a person. He and I very much used gaming as a way to bring our early ideas, philosophies and character traits into existence, to test them, as it were, against the fabric of a make believe stage. I would argue that for Vince and I as a gaming duo, role playing was much more psychological and relevant than for most; even more than we knew at the time. :)

Anyway, in a nutshell, I do not need or desire to role play anymore. It is that simple. My dragons have been slain, my kingdoms erected, my philosophies realized, my temperament honed.
 

I think you misunderstand me. I have tried the game many times of late thinking that I might enjoy it, but in reality, I do not and cannot, and it has nothing to do with the game being beneath me. I just simply don't find value in it anymore. I think role playing is a way for kids to discover and manifest their own character in a make believe world. The monsters are of mythical and symbolic nature. I think an argument could certainly be made that the themes are universal, but also of a universally child-like nature. It is not that I have ougrown escapism, but simply that the function of gaming (as it worked for me) is no longer an outlet that I require. I find art and writing and music to be much more worthwhile outlets for me now. The mythical cycles and stories that Vince and I told together are no longer relevant to who I am as a person. He and I very much used gaming as a way to bring our early ideas, philosophies and character traits into existence, to test them, as it were, against the fabric of a make believe stage. I would argue that for Vince and I as a gaming duo, role playing was much more psychological and relevant than for most; even more than we knew at the time. :)

Anyway, in a nutshell, I do not need or desire to role play anymore. It is that simple. My dragons have been slain, my kingdoms erected, my philosophies realized, my temperament honed.
 

And I think you may be misunderstanding me. "Beneath you" was a poor phrasing. Maybe "have moved beyond..." would have been clearer.

And while I am simultaneously happy for you that you are finding things you enjoy or are more fulfilling than RPGs, and sad that you don't plan to come back to the gaming group to play RPGs anymore, I am also reading a "you poor, immature imbeciles" tone into your posts that may or may not be intended to be there.

For you, RPGs were a part of your youth that filled certain needs and now you "have moved beyond" those types of games. I played RPGs as a teen and continue to play them as an adult. But I don't ever recall the games fulfilling the same roles in my life that they seem to have filled in your life. Thus I don't have a need to "move beyond" them. In fact, if I can find fellow gamers in the old-folks home, I hope to have my books and dice.

But in all seriousness, sorry to see you back out of playing. And I hope you are enjoying what you are doing. And if I can find time, I hope to be crossing over with you on some of those new games.

Grimhelm said:
I think you misunderstand me. I have tried the game many times of late thinking that I might enjoy it, but in reality, I do not and cannot, and it has nothing to do with the game being beneath me. I just simply don't find value in it anymore.
 

Well, I certainly don't intend any haughty tone. I really was into it only five or six years ago, but during that time there was a tight group cohesion and purpose. Perhaps there is more to it than I was willing to say, but in some way I am disappointed that I can't find players who care about the game like I am prone to do. When I game, I GAME. I think about it, I dream about it, and I can't wait to do it again. Vince is this way too, I would daresay. I think I have also been disappointed in character choices. For whatever reason, we all seemed to want to play vastly different characters with vastly differing dreams and visions. It is difficult for a DM to engineer games around groups like this. It is also difficult for a group to maintain a focus and purpose. I don't know... I like the game because it provides for players to be heroes. However, there was nothing heroic about our last group. Most of were self-serving a-holes. So, for this reason I was less than inspired! :)

Anyway, I am babbling...
 

Grimhelm said:
I like the game because it provides for players to be heroes. However, there was nothing heroic about our last group. Most of were self-serving a-holes. So, for this reason I was less than inspired! :)

I really enjoyed playing a self-serving a-hole. It seemed like such a natural fit :)

Before I played in Vince's Conan game, I had spent my gaming time almost exclusively as a GM. Yuri and Thorm were my longest running characters in 20 years or so. It may or may not have been coincidental that one was outright evil (although the lesser of the evils that we were facing) and the other was completely self-centered and self-serving... but they were fun to play.

I wonder if I would have played more altruistic, traditional-hero types when I was a younger player? I dunno.
 

thormagni said:
But I don't ever recall the games fulfilling the same roles in my life that they seem to have filled in your life. If I can find fellow gamers in the old-folks home, I hope to have my books and dice.

Although I am not convinced I am done with gaming (and I can see myself gaming in an old folks home as well), the game for me has always had the psychological and deeply relevant meaning that Mark mentioned. You name the character (or even major NPC) or world event, and I can tell you what part of my personality I was dissecting, exploring, or creating. Every bit of it is deeply personal with me - and routine absences from the game are usually taken very personally by me. I feel as though I am sharing deep parts of me when I GM or play, and routine absences feels like a rejection of those things I am choosing to share.

Even the big, black thing I turned Alisander (the most glorious city of my golden age of gaming) into was an important metaphor/allegory to me (on at least three different levels of thought).

Likewise, I need people to bring something like that to their own characters & goals - or we may as well just be playing a board game. So much of the time, it seemed like many of the players were just "along for the ride" - but no one was actively directing the cart! People who say, "Oh, I don't care; I just want to play" are missing a core ingredient. I need for the players to care. If they don't give a damn, then eventually neither will I. Again, we may as well be playing board games.

One of the reasons I resurrected Inzeladun in the first place was the enthusiasm Chris had for the world - and then he stopped coming. All the little hints I threw out that (probably) only he would get were missed because he was almost never there. No one else cared about those little things I threw in.

I didn't get the sense that people felt invested in the games I was creating, that they felt compelled to play. Maybe that is my fault, maybe it isn't. I know it is killing me to wait so long for George R. R. Martin's next book - because I feel invested in them, the setting, the characters. I get excited by the subtle things, and I look for signs and portents. Because no one felt invested, few showed up consistently, which gave everyone a feeling that they were along just for the ride, content to finish up whatever the people who showed up last time (but aren't here on this day) started.

I had a neat idea for a sci-fi setting, but not a single person had a really good idea of the character they wanted to play. Once that became obvious (during character generation, most people were saying, "Oh, I don't really care. Just roll up something. I just want to play"), I had to drop it. I realized I had no storyline wherein I could weave the needs of the characters into my sci-fi setting. The characters had no needs or goals - unless I supplied it.

I am certainly not beyond gaming. I am not even done with it. But I don't see myself GMing it again until there is a group of people who need to have their story told - or are willing to die in attempt to tell that story. I also need a group of people interested in exploring the stage I offer. In the last games, it rarely happened that anyone investigated the little hints I threw out, or showed interest in the world itself - it was, "Okay, what happened last time when I missed, and what are we doing now?" And the few times someone was interested in investigating the world, everyone else would throw out reasons why looking over the next hill or under that rock is a bad idea.

Some might blame the system - but to me, the system is irrelevant once the character takes a hold and begins to live. Every time I suggested changing the system, people would say, "No, let's try this a bit longer - we are starting to get used to it." The problem is that no one seemed to be very invested in their actual character - as in personality. D&D3E buries character under a Christmas tree of magic and feats; perfect for making max-minned combat machine. RuneQuest lets character run free - but few seemed interested in running anything deeper than a shallow shell of a character. RuneQuest was not good for making a video-game-like combat-machine, however. Savage Worlds looks like it offers the best of both, but, really, without interesting characters, we may as well be playing a video game or board game.

I find criticism of the system as a reason for not attending somewhat offensive - the world is what it is regardless of system (and I offered several times to change systems and/or house-rule fixes to perceived problems). Characters are who they are regardless of system. I can create versions of any of my classic Inzeladun characters in any of the game systems I might have (or that John could provide), and they would play the same way, reach the same goals, examine the same aspects of who and what I am in the same manner.

I still have worlds within me left to explore, discover, and create - but I really need people who also have those within themselves and are willing to explore, discover, and create alongside with me. Do you stand for something with your character, or are you just the group's token warrior (or wizard or whatever role you fill)? Have you seen "Not Another Teen Movie"? In it is a guy whose only role is to be the token "black guy," just there because the movie needs one. There were too many "token" characters in the last game. Too many.

Before I take up arms and play in an RPG as a player, I need to know that the things I need explored will be explored. I am interested in a superhero game, but only if there are "secret identity" stuff to be done. The best parts of a Spider-Man comic or movie are often the Peter Parker things as he tries to balance heroic responsibilities with life responsibilities; or the times when he has to make sadistic choices. The slug-fest portions actually get dull for me. Same with Superman and Batman. I am concerned that the Superhero games focus entirely on the slug-fest (i.e. dull) parts, with no meat - and no real character.

I prefer the old Superman TV show, where Superman had to solve mysteries. Once he solved it, the resolution was inevitable - he is Superman after all, and he was fighting human foes. But - could he solve it in time? Could he solve it without causing harm to those he loves? The old TV show knew the fighting portions were boring, so they didn't emphasize that -the same with Wonder Woman, the Incredible Hulk, et. al. The best Superhero tales have only a little fight at the end - the rest of the time they are solving problems and figuring out who they are. In the Hulk TV show, the Hulk only showed up twice per show - and briefly only. The rest of the time, he was David Banner - who was far more interesting to watch than the Hulk - but it was awesome that he could turn into the Hulk and just knock the snot out of his physical problems. The same with the other heroes. If the game doesn't offer a chance to explore the character, his life, and his goals, then I am not interested. The slug-fest is typically the most boring part.

And that is also where D20 fails - it gets too rules-heavy for the most boring part, and makes it last too long. And the character generation emphasizes combat effectiveness - again emphasizing the least interesting aspect of playing the game.
 
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