This isn't just another internet quiz. This group is really trying to get some science behind their categories, and so far it's the best one of these types of tests I've found. No, it's not perfect, and due to their fairly short quiz it's not going to be completely accurate. But at the very least, it's something to seriously think about, not only when you're talking to other gamers, but when attempting to analyze the games we love. I highly recommend checking out each of the category breakdowns in their quick reference chart. The full gamer profile has more details on each, so I also encourage you to try that out.
I was labeled as an action-oriented, spontaneous, relaxed, social, immersive gamer. I couldn't agree more, and with my "style" it's no wonder why I've been so drawn to RPGs: equal parts fun-with-friends and bad-ass-action, with creativity and immersion thrown in to tie it all together.
But Quantic Foundry goes one step further and breaks each of their six categories into two distinct types of fun. In the interest of RPG game design, I'd like to take a good look at what types of fun a tabletop RPG can offer. Specifically, I want to explore player options that we can implement to allow any type of gamer to have fun in our game (e.g. through character abilities). Obviously different games will offer different things, but I'm going to try to be as generic as possible given the games that I've experienced. Feel free to tell me things that I've missed, any extra examples from other games you have played, or if you disagree with anything I discuss below!
How do RPG mechanics give the players' options to have their style of fun?
Action
Almost every RPG out there has combat as either a main mechanic, or at least described in some detail. Besides combat, there can be intensity in danger: deadly traps, crumbling bridges, or a fragile political gathering. If there weren't obstacles to overcome, we wouldn't be playing a game!Destruction
Not even all combat-oriented games satisfy the destruction gamer. These people really enjoy "collateral damage": giant mechs stomping on buildings, a fireball that explodes the whole bar into flames, or that single bullet that splatters the alien's guts up and down the wall. This is something that mostly falls to the GM to describe, but I think it's neat when games include specific options for this style of play: the chaos wizard, the grenadier, the bloody mess perk. These are mechanics that let destructive players employ chaos, despite what's going on in the rest of the game.Excitement
Twists in the story, the thrills of the setting, and the dangers that the players find themselves in are all elements of story that 'excite'. I think this is almost a purely feel/theme based category, meaning it's mostly up to the GM. Some people will really enjoy the adrenaline of a good chase scene, while others prefer the deep exploration into social encounters. Besides equipping the GM with the issues and dangers of the world, are there any specific player options we can include in our game for the player to employ... excitement?Social
Social interaction is one of the foundations for <tabletop> role-playing, and even the most crunchy, combat-oriented games still require a group of friends sitting around a table. That said, there are certainly ways to avoid the social aspect of these games, including playing a solo game.Competition
This one is incredibly difficult to include in tabletop RPGs. Specifically in cooperative settings, it's hard to appease these types of gamers without disrupting the fun of others at the table. IMHO it's unfortunate to have these types of people in your games, but... they are not wrong just because they have fun this way. It would be brilliant to come up with something that will make competitive players happy, not at the cost of the other players, but I'm not convinced it's even possible. Instead, I've been trying to limit mechanics that encourage competitive attitude: the "I'm better than you" mentality because of superior min/max character builds, or the "look how cool I am" attention hog.There are also, of course, fully competitive RPGs, and I've even created one, but this is a completely different style that deserves discussion all on its own.
Community
The problem I have with some games, like Shadowrun, is that everyone is too specialized. Everyone "has their time to shine", but we're all more or less taking turns being in the spotlight. We're not in it together (we are - just not actually - "together"). I think this is why combat is such a central part to a lot of RPGs: everyone is participating in the same encounter area. It doesn't have to be, it's just an easy way to get everyone involved. No character should want to get injured or killed, after all, and even the weakest member can usually still contribute a good punch or two.Don't get me wrong; Shadowrun is still working together, and every bit of it oozes the teamwork/community we're talking about, but when it comes down to the actual mechanics of the game, the decker is the only one who actually interacts with the matrix (for example). The final result is that they hack the security system, and the team can proceed; sure! But for a while, they're just playing by themselves, with no engagement from the other players. Shadowrun really shines when the decker is hacking while the mage is banishing while the rigger is driving the getaway car. I do love Shadowrun... when it works.
Community is huge for me. I love "support" characters because they have direct game mechanics that pull in other players. I really want to highlight this in my games, and I'm going to try to include such mechanics, even in the "front line" type characters (e.g. D&D's fighter being able to protect allies with a reaction).
Mastery
This one really made me pause and ponder. In RPGs, we spend so much time focusing on how characters progress, we sometimes forget to think about how the players are going to progress. Unfortunately, there aren't many mechanical things we can do here, except to start adding more and more complex options for players to play with.I think the untapped recognition of mastery is through setting. In D&D, the rogue player's intuition of where there may be traps helps him protect the party through the dungeon. In Shadowrun, the leader's tactical prowess matters more to the lives of the Shaowrunners than usually the dice do. Mastery over the system is one thing. Mastery over a setting, I think, can bring more to the table.
Challenge
It's not difficult to roll a die. A very interesting discussion of this can be found over at the story-games forums. The challenge of RPGs is mostly due to the story, and whatever problems the GM throws at the players. Are there other ways, mechanically, we can challenge our players?Strategy
Both with the system and setting, strategy is what a lot of players get out of RPGs. It's turn-based, it's generally tactical, but really it's the fact that we're presented with a problem, and we're putting our brains together to figure it out. It's good to have character options to increase the players' ability to employ strategy: just don't go overboard, or too focused. Remember D&D 4e? Some people love it - and I'd bet they are strong strategy gamers.Achievement
In a traditional "adventure", there are clear goals defined. When the goals are met, the game is over, and a new adventure can begin. Some people may ignore distractions and head straight for the end. Achievement style players will likely explore every room, finish every side quest, and eventually push the boundaries of the GM's area of control. But when we throw them into a purely sandbox style world, some of them just... sit there, not knowing what to do with themselves. Very interesting indeed.Completion
Despite the main goals of the RPG itself, I think there is a lot we can do with completion gamers. They have fun through completing quests, so give them mini 'side-quests' within the characters themselves. For example, Dungeon World's "bond" system is a story-driven way to both mechanically increase in XP, but also consistently check off that little box that says "complete"! Another option is in combat: mechanics that require triggers and setup I think tickle just the right spot for completionists, because they're working towards goals even when they're working towards goals.<insert obligatory yo dawg meme here>
I am not a completionist gamer, so maybe I misunderstand. Is it the final act of being finished that satisfies these types, or is it the quest for questing, as I suggest?
Power
Not every game has character progression (through items/levels/money/abilities/influence/whatever), but I think to keep power gamers happy, it's almost a necessity. Hmmm... but what other options are out there?I personally like starting at "max level", because I want to feel powerful right off the bat. To me it's a drag to have to start at the beginning. But to a power gamer, it's all about the path to power, and the effort required to get there, no?
I enjoy the lore of Shadowrun, but I feel one of my complaints is that there are too many spheres to live in and in balanced teams (eg, social guy, hacker girl, combat man, etc) live and fight in different places. Ideally, the hacker should be disabling things to help support the combat man or whatever, but they're not as side-by-side as other table tops like DnD. Maybe I feel this way because DnD for me was played on a very visible grid and we had definite places (not so for shadow run). Maybe there's just something special about getting attached to little figurines. IDK.
ReplyDeleteI think you are absolutely right. It's so good in theory, but it takes a huge amount of effort from both the GM and the players to get it set up to "works as intended". The visuals of D&D certainly help, but even just - as you say - being side by side in the fiction makes it much easier to be in the game.
DeleteSo, I finally took the quiz, and it definitely shows why you and I disagree on a lot of games: Social and immersion are pretty close (though I think I likely have less competitiveness in social), but other than that, my Mastery/Achievement are the high end, and action/creativity are much lower than yours. That said, I have some thoughts about completion and power. You kind of interpret completion as "checking off the box", but in a tabletop RPG, that's not exactly what we look for.
ReplyDeleteIt's more like we want to "tie up loose ends". So, it's typically story-based, if there's an NPC that seems important, we want to know why, and we're patient about it (most of the time), but when it becomes a loose thread that is never explored, it gnaws at us a little, making us want to "go visit that NPC" for some reason to find out what's happening. You are probably seeing it a lot in my game, because I introduce threads and come back to them, semi-carefully mapping. That said, though, for a non-completionist gamer, that can just seem like immersion attempts, and may seem unnecessary.
As far as Power goes, I understand the desire to just start with abilities. For me, I enjoy both the story and mechanics of building power. I like starting with a few low level spells, and getting higher level spells that build off them. Flame Hand->Fireball->Meteor Storm. I also kind of like the 3.5 Metaspell stuff, and the 5e power-spells that let you channel more power into a spell (as a power player, not as a DM).
I was trying to think of the fullfillment of achievement/mastery when playing in your games, and realized the only game I've played in with you DMing was a demo of Histargo, and it brought up a third thought, which is kind of a mix between power and completion. I liked the magnomancer because I wanted to think of new ways of using the power. Not quite check them off the list, but explore and see how it could work. What can I do to stretch the rules and feel of the game to give myself a boost of power. It's the strategist and explorer that drive me to try to think up new ways of doing things. I think the best example is when I used my magnetic ability to drive an enemy's weapon back at them (something like that - fuzzy on the details). It broke the game, and probably drove you crazy in an unexpected way, but it fulfills my achievement and power desires, and actually, I think the magic system in Histargo, with it's simplicity, but interaction with nearly every kind of "thing" in the world embraces that, despite being difficult for the DM to manage.
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