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Timmy, Johnny, & Spike - Rules for different types of players
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<blockquote data-quote="howandwhy99" data-source="post: 5618038" data-attributes="member: 3192"><p>Perhaps it's the Timmy archetype, which I take you as reading as someone who likes stories. And that is why I see understood you as preferential to narrative qualities? I'm thinking Timmy is someone who loves Magic: the Gathering because he can focus on some of the difficult to place, but very powerful cards. He's not there to methodically craft a utility deck, like Spike, nor is he there to come up with some cool combination of cards in his deck to show off something no one has seen before, like Johnny. Timmy wants to win every bit as much as the other two, he simply wants to do it with a big splash. He's not seeking high end literature, so much as making decisions to enable his play of big trump cards. Magic: the Gathering isn't a game that is failing him, he simply enjoys a different aspect of it then the others.</p><p></p><p></p><p>The endurance pool concept was not designed to satisfy a Timmy. It was simply an idea spurred off yours. How could it satisfy a Timmy? I think he could learn through play about affording powerful, but expensive resource actions, if he avoids long term resource spending. This can feed the cooperative aspect of the game when he plans with the rest of the team for distant travel, a potential long term expense. Timmy wouldn't typically go on a forced march as spending his pool for the result isn't his cup of tea. But, through talking with the other players, he can stand up for his preference of stopping as usual. If he's traveling with the group anyways, he's already agreed on setting off for the destination. Each player can voice why or why not arriving early is important. By going over everyone's reasons, Timmy, Johnny and Spike can work out what they will do together in the end. They seek common agreement, though there is often all sorts of give and take during. </p><p></p><p>I believe any rule is potentially a cooperative one. It's the objective of the game that sets up other players as competitors or allies. By allowing each player to choose their objective, but situated in a world of challenges easier to navigate when all players face up to them together, then cooperative teamwork is rewarded.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5618038, member: 3192"] Perhaps it's the Timmy archetype, which I take you as reading as someone who likes stories. And that is why I see understood you as preferential to narrative qualities? I'm thinking Timmy is someone who loves Magic: the Gathering because he can focus on some of the difficult to place, but very powerful cards. He's not there to methodically craft a utility deck, like Spike, nor is he there to come up with some cool combination of cards in his deck to show off something no one has seen before, like Johnny. Timmy wants to win every bit as much as the other two, he simply wants to do it with a big splash. He's not seeking high end literature, so much as making decisions to enable his play of big trump cards. Magic: the Gathering isn't a game that is failing him, he simply enjoys a different aspect of it then the others. The endurance pool concept was not designed to satisfy a Timmy. It was simply an idea spurred off yours. How could it satisfy a Timmy? I think he could learn through play about affording powerful, but expensive resource actions, if he avoids long term resource spending. This can feed the cooperative aspect of the game when he plans with the rest of the team for distant travel, a potential long term expense. Timmy wouldn't typically go on a forced march as spending his pool for the result isn't his cup of tea. But, through talking with the other players, he can stand up for his preference of stopping as usual. If he's traveling with the group anyways, he's already agreed on setting off for the destination. Each player can voice why or why not arriving early is important. By going over everyone's reasons, Timmy, Johnny and Spike can work out what they will do together in the end. They seek common agreement, though there is often all sorts of give and take during. I believe any rule is potentially a cooperative one. It's the objective of the game that sets up other players as competitors or allies. By allowing each player to choose their objective, but situated in a world of challenges easier to navigate when all players face up to them together, then cooperative teamwork is rewarded. [/QUOTE]
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