“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
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.
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
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
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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