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General Tabletop Discussion
*Dungeons & Dragons
When generational differences become apparent
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<blockquote data-quote="Gorgon Zee" data-source="post: 6853441" data-attributes="member: 75787"><p>Over the last 2 weeks I have run for:</p><p></p><p>A group of mostly 40-50 year olds who have played half their lives.</p><p>A mixed group of ages 20-50</p><p>A group of seven 12-14 year olds</p><p></p><p>Over the years I have run a lot of games in places like churches, in Anime Cons, in competition slots at Gen Con and major LG/LFR events. My strong experience has been -- there isn't a very strong generational, gender, age, race or religion effect.</p><p></p><p>Some players like to describe things in detail. Some like to roll dice and not feel every challenge has an imaginative component. Some like to roll dice and then describe their actions in the context of the deice result. Some like to have their characters kill things rather than talk to them. Some want their characters to get drunk and have sex. Some refer to their characters as "my orc barbarian-1 / fighter-4", some as "dannia". Some say "I walk into town", others say "Dannia walks into town". Others say "When we get to town I take 10 on streetwise for a 19 to ask about the murders".</p><p></p><p>I honestly think I have run for maybe 500-1000 different people over the last few decades. I cannot honestly say I have seen any systematic differences worth noting. If your group Gen X people all like style A, someone else's group will hate it. It's not the Gen, it's the people.</p><p></p><p>Or, for fellow statisticians, although there maybe a statistically signifiant effect due to generational differences, the size of that effect is so much smaller than that due to individual variation, that given any single group to play with, you are vastly better off spending your time working out what those individuals like rather than estimating their preferences using their generation as a predictor.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6853441, member: 75787"] Over the last 2 weeks I have run for: A group of mostly 40-50 year olds who have played half their lives. A mixed group of ages 20-50 A group of seven 12-14 year olds Over the years I have run a lot of games in places like churches, in Anime Cons, in competition slots at Gen Con and major LG/LFR events. My strong experience has been -- there isn't a very strong generational, gender, age, race or religion effect. Some players like to describe things in detail. Some like to roll dice and not feel every challenge has an imaginative component. Some like to roll dice and then describe their actions in the context of the deice result. Some like to have their characters kill things rather than talk to them. Some want their characters to get drunk and have sex. Some refer to their characters as "my orc barbarian-1 / fighter-4", some as "dannia". Some say "I walk into town", others say "Dannia walks into town". Others say "When we get to town I take 10 on streetwise for a 19 to ask about the murders". I honestly think I have run for maybe 500-1000 different people over the last few decades. I cannot honestly say I have seen any systematic differences worth noting. If your group Gen X people all like style A, someone else's group will hate it. It's not the Gen, it's the people. Or, for fellow statisticians, although there maybe a statistically signifiant effect due to generational differences, the size of that effect is so much smaller than that due to individual variation, that given any single group to play with, you are vastly better off spending your time working out what those individuals like rather than estimating their preferences using their generation as a predictor. [/QUOTE]
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When generational differences become apparent
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