“It’s not winning
the game that makes the game fun. It’s playing that makes the game
fun.”
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on
the “play
community,” a group of people willing to
play games together, striving not for the triumph of the win but for
a positive, satisfying play experience. “The nature of a play
community is such that it embraces the players more than it directs
us toward any particular game,” he writes. “Thus, it matters less
to us what game we are playing, and more to us that we are willing to
play together.” I’d recommend the book
to anyone willing to more deeply examine their relationship,
dynamics, and shared goals
with those who join them at the gaming table no matter what the game.
Although it
discusses “play” as a more free-form concept, its many insights
can apply equally well to adventure games
(as opposed to more rigidly organized games like sports, with more
strictures in terms of rules, requirements, and referees).
In that pursuit he encourages play
communities to
embrace the
freedom to change
a given game so we can play well together. Members
of the adventure gaming hobby have a long history of adjusting
their games to best suit their own tastes
and sharing them
with others, but we might consider becoming more sensitive to
individual players and groups depending on the participants and venue
of particular games.
Tuesday, July 25, 2017
Tuesday, July 11, 2017
Random Encounter Motivations
Monsters
serve as the default antagonists in
Dungeons & Dragons and its derivatives (primarily many games
developed in the spirit of the Old School Renaissance or OSR).
They’re the focal point of the entire hack-and-slash mentality:
kill the monsters and take their stuff. The character advancement
structure of these games encourages this kind of play. Fighting and
killing monsters not only earns experience points for the deed but
points based on the value of treasure plundered from dead monsters
(an aspect of the game’s design I’ve examined before). Certainly
elements like the “Monster Reactions Table” can mitigate these
presumptions. Yet a creature’s own motivations might affect how
they react when encountering adventurers just as much as the
adventurers’ openly displayed intent. This becomes particularly
important for randomly determined creatures – as “wandering
monsters” or in randomly generated dungeons – who don’t always
have motivational cues based on a particular location. For instance,
in a published scenario, four orcs in an evil wizard’s guard room
have an assumed role to keep adventurers out, sound the alarm, and
try to kill or capture intruders; but four orcs encountered as
wandering monsters don’t have such clear cues regarding their
motivation and hence their reaction to meeting adventurers. What if –
before rolling on the “Monster Reactions Table” – we consulted
a “Creature Motivation Table” to determine their intent when they
stumble upon adventurers?
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