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<blockquote data-quote="Aenghus" data-source="post: 7466908" data-attributes="member: 2656"><p>Some people like gambling. Some people avoid gambling. Most are in the middle somewhere. </p><p></p><p>Being far closer to the "avoid" side of the spectrum, IMO gambling isn't the universal sales point you portray above. Over the decades I've been involved with RPGs, it's clear to me that some people love taking risks, while others are risk-adverse and keep looking for the safer, lower-risk path. </p><p></p><p>It's important for GMs to be aware of this because trying to force risk adverse players into taking lots of risks is probably a mistake, as they likely won't enjoy it, and that's not where their skills lie. Conversely, not providing risk-fans with opportunities for risk will probably bore them and have them wander off to find risk elsewhere.</p><p></p><p>One fallacy is that higher risk should provide higher reward. That's not necessarily true in the real world, and IMO there's even less chance of that in a gameworld, (unless it's written into the gameset being used, or provided by houserules). All too often I've seen players take dumb risks in the hope of greater rewards that are all in their heads, and not anywhere in the rules or on the table, and haven't been negotiated beforehand.</p><p></p><p>Fortunately, it's possible to dial the amount of risk within a game up and down, and even allow different levels of risk to different players.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7466908, member: 2656"] Some people like gambling. Some people avoid gambling. Most are in the middle somewhere. Being far closer to the "avoid" side of the spectrum, IMO gambling isn't the universal sales point you portray above. Over the decades I've been involved with RPGs, it's clear to me that some people love taking risks, while others are risk-adverse and keep looking for the safer, lower-risk path. It's important for GMs to be aware of this because trying to force risk adverse players into taking lots of risks is probably a mistake, as they likely won't enjoy it, and that's not where their skills lie. Conversely, not providing risk-fans with opportunities for risk will probably bore them and have them wander off to find risk elsewhere. One fallacy is that higher risk should provide higher reward. That's not necessarily true in the real world, and IMO there's even less chance of that in a gameworld, (unless it's written into the gameset being used, or provided by houserules). All too often I've seen players take dumb risks in the hope of greater rewards that are all in their heads, and not anywhere in the rules or on the table, and haven't been negotiated beforehand. Fortunately, it's possible to dial the amount of risk within a game up and down, and even allow different levels of risk to different players. [/QUOTE]
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