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General Tabletop Discussion
*TTRPGs General
What's the Next Great Leap Forward in RPG Mechanics?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6848847"><p>I think this thinking is misguided. People are not bad because they like playing with dice a particular way. A GM who likes hack N slash, isn't a bad GM. A GM who likes narrative mechanics isn't a bad GM. A GM who likes running a realistic game world and sandbox adventures isn't a bad GM. What makes someone a bad GM is more about things like a lack of creativity, an inability to communicate well with players, bad preparation skills. Gamers liking D&D to play a particular way and being cautious about certain changes, doesn't make the player base bad. I just don't think this way of approaching the issue is helpful. Much better to find out what changes A) people are willing to accept and B) add to the experience they want from the game. If people don't like something, telling them they are wrong or afraid of change isn't going to alter anything. </p><p></p><p></p><p></p><p></p><p>I don't think looking at peoples preferences through our own experience with online flamewars about gaming (which were often much more about people interacting badly with each other online than they were about ideas anyways) is a solid basis for assumptions like this. If you are assuming the worst about people you are trying to understand, then you won't understand their behavior. To me, this amounts to saying people are engaged in behavior X because they are bad. That is rarely the case. Some folks might get defensive and not be good at articulating why they like one thing and not another. But I really have an issue with this approach that assumes the problem is the players, just because they haven't adopted something you happen to like or want. </p><p></p><p></p><p></p><p>It is a game, not a civilization. We are talking about people having a good time when they sit down to play characters in a fantasy game world. If people don't like change, rather than attacking them for being unreasonable, genuinely try to find the reason and see what sorts of changes they would accept. Taste is a funny thing. Sometimes it is hard to pinpoint why we like certain things. And liking something because it has been that way for a long time and that works for you, is a perfectly legitimate preference. Putting the entire weight of the hobby on people like this and essentially blaming them for lack of growth and innovation, is weirdly hostile in my view.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6848847"] I think this thinking is misguided. People are not bad because they like playing with dice a particular way. A GM who likes hack N slash, isn't a bad GM. A GM who likes narrative mechanics isn't a bad GM. A GM who likes running a realistic game world and sandbox adventures isn't a bad GM. What makes someone a bad GM is more about things like a lack of creativity, an inability to communicate well with players, bad preparation skills. Gamers liking D&D to play a particular way and being cautious about certain changes, doesn't make the player base bad. I just don't think this way of approaching the issue is helpful. Much better to find out what changes A) people are willing to accept and B) add to the experience they want from the game. If people don't like something, telling them they are wrong or afraid of change isn't going to alter anything. I don't think looking at peoples preferences through our own experience with online flamewars about gaming (which were often much more about people interacting badly with each other online than they were about ideas anyways) is a solid basis for assumptions like this. If you are assuming the worst about people you are trying to understand, then you won't understand their behavior. To me, this amounts to saying people are engaged in behavior X because they are bad. That is rarely the case. Some folks might get defensive and not be good at articulating why they like one thing and not another. But I really have an issue with this approach that assumes the problem is the players, just because they haven't adopted something you happen to like or want. It is a game, not a civilization. We are talking about people having a good time when they sit down to play characters in a fantasy game world. If people don't like change, rather than attacking them for being unreasonable, genuinely try to find the reason and see what sorts of changes they would accept. Taste is a funny thing. Sometimes it is hard to pinpoint why we like certain things. And liking something because it has been that way for a long time and that works for you, is a perfectly legitimate preference. Putting the entire weight of the hobby on people like this and essentially blaming them for lack of growth and innovation, is weirdly hostile in my view. [/QUOTE]
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What's the Next Great Leap Forward in RPG Mechanics?
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