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Worlds of Design: What Makes an RPG a Tabletop Hobby RPG?
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<blockquote data-quote="pemerton" data-source="post: 7762351" data-attributes="member: 42582"><p>This doesn't work for me. When I play backgammon, I need another player to play against me. And that increases my satisfaction. You could even say that the point of a game or three of backgammon is to work together with the other player to have a fun time. But within the context of the gameplay, there is undoubtedly opposition of each player to the other.</p><p></p><p>I think that in many RPGs, it is the role of the GM/referee to introduce elements into the fiction that create opposition or challenges {of some sort or other) for the players' characters. And - if the game is well-designed - the GM should be able to play these elements as hard as the rules permit (this is why "encounter design" in some form or other is an important aspect of many RPGs - those without good guidelines of this sort often make it difficutl for the GM to play hard, which can make play of the game rather insipid).</p><p></p><p>Of course the overall point of doing that is for everyone to enjoy the game and have a fun and satisfying session - but within the context of game play, the interaction has an oppositional dimension.</p><p></p><p>I think those sorts of mechanics can be seen in cost-benefit terms. I don't think the player is necessarily setting out to have his/her PC hosed - but is prepared to trade off suffering now for capacity when the stakes are higher!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7762351, member: 42582"] This doesn't work for me. When I play backgammon, I need another player to play against me. And that increases my satisfaction. You could even say that the point of a game or three of backgammon is to work together with the other player to have a fun time. But within the context of the gameplay, there is undoubtedly opposition of each player to the other. I think that in many RPGs, it is the role of the GM/referee to introduce elements into the fiction that create opposition or challenges {of some sort or other) for the players' characters. And - if the game is well-designed - the GM should be able to play these elements as hard as the rules permit (this is why "encounter design" in some form or other is an important aspect of many RPGs - those without good guidelines of this sort often make it difficutl for the GM to play hard, which can make play of the game rather insipid). Of course the overall point of doing that is for everyone to enjoy the game and have a fun and satisfying session - but within the context of game play, the interaction has an oppositional dimension. I think those sorts of mechanics can be seen in cost-benefit terms. I don't think the player is necessarily setting out to have his/her PC hosed - but is prepared to trade off suffering now for capacity when the stakes are higher! [/QUOTE]
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