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Why Do You Play Roleplaying Games Redux
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<blockquote data-quote="mythusmage" data-source="post: 3316206" data-attributes="member: 571"><p>Moog, I am well aware of the drawbacks to what I'm doing. However, I am more optimistic that some useful information can be gained through this. Bonafide scientific studies have shown that taste is more universal than we once thought. So far as I know the same holds true of motivations.</p><p></p><p>Where the Forgites are concerned, I can't trust their studies. They start with a priori reasoning, and select their data to fit. While I was hoping 'adventure' would lead the pack, I will accept that it isn't. At present it is tied for third place, and may well drop to fourth or fifth. If trends continue the way they have I would have to recommend to RPG designers that they focus on the following...</p><p></p><p>1. Make it fun. Make it intriguing and engaging. Get people involved, and not just with sparklies and doodads. Interesting encounters and interesting situations. Show people how to effectively describe things, so as to spark the players' imaginations and get them caught up in the game.</p><p></p><p>2. Provide opportunities for adventure. Show the players how they can initiate and improvise adventures when the GM has nothing prepared. Show the players how to use their initiative and imagination, the better to encourage contributing to an adventure, each in his own way.</p><p></p><p>3. Encourage creativity. Show how the players can contribute to the GM's setting, and how the GM can incorporate the players' contributions.</p><p></p><p>4. Help people incorporate in-character banter and crosstalk into their games.</p><p></p><p>5. Guidelines and assistance for acting. That is, roleplaying. How to effectively play a part, how to be convincing in a role.</p><p></p><p>6 (because it's tied with #5 so far). Guidelines on how to either create a world, or flesh one out depending on whether your design has an implicit or explicit setting.</p><p></p><p>The situation could change, I could be proven utterly wrong. But, we are more alike than we tend to think. We are learning that what we like is more hardwired than we once thought, that we are not infinitely malleable. Our tastes and preferences are not utterly subjet to our whims.</p><p></p><p>Many years ago a British man suffered a brain injury. A portion of his brain dealng with mood was damaged. He became depressed, so his doctors put him on anti-depresants. He also started exhibiting a sexual interest in young children, a trait he had not shown before. But when he started the anti-depressant that urge disappeared. So long as he stays on his medication he can deal with small children in a socially acceptable manner. My point? Your urges and feelings about matters aren't always under your control. You don't always have absolute choice in how you feel about things. I suspect this holds true even for your motivation in playing RPGs.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 3316206, member: 571"] Moog, I am well aware of the drawbacks to what I'm doing. However, I am more optimistic that some useful information can be gained through this. Bonafide scientific studies have shown that taste is more universal than we once thought. So far as I know the same holds true of motivations. Where the Forgites are concerned, I can't trust their studies. They start with a priori reasoning, and select their data to fit. While I was hoping 'adventure' would lead the pack, I will accept that it isn't. At present it is tied for third place, and may well drop to fourth or fifth. If trends continue the way they have I would have to recommend to RPG designers that they focus on the following... 1. Make it fun. Make it intriguing and engaging. Get people involved, and not just with sparklies and doodads. Interesting encounters and interesting situations. Show people how to effectively describe things, so as to spark the players' imaginations and get them caught up in the game. 2. Provide opportunities for adventure. Show the players how they can initiate and improvise adventures when the GM has nothing prepared. Show the players how to use their initiative and imagination, the better to encourage contributing to an adventure, each in his own way. 3. Encourage creativity. Show how the players can contribute to the GM's setting, and how the GM can incorporate the players' contributions. 4. Help people incorporate in-character banter and crosstalk into their games. 5. Guidelines and assistance for acting. That is, roleplaying. How to effectively play a part, how to be convincing in a role. 6 (because it's tied with #5 so far). Guidelines on how to either create a world, or flesh one out depending on whether your design has an implicit or explicit setting. The situation could change, I could be proven utterly wrong. But, we are more alike than we tend to think. We are learning that what we like is more hardwired than we once thought, that we are not infinitely malleable. Our tastes and preferences are not utterly subjet to our whims. Many years ago a British man suffered a brain injury. A portion of his brain dealng with mood was damaged. He became depressed, so his doctors put him on anti-depresants. He also started exhibiting a sexual interest in young children, a trait he had not shown before. But when he started the anti-depressant that urge disappeared. So long as he stays on his medication he can deal with small children in a socially acceptable manner. My point? Your urges and feelings about matters aren't always under your control. You don't always have absolute choice in how you feel about things. I suspect this holds true even for your motivation in playing RPGs. [/QUOTE]
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