Started by Filip Luszczyk, October 25, 2011, 10:00:00 PM
Quote from: Callan S. on October 26, 2011, 09:35:28 PMHowever, you can design a system where some resources are set aside by rules and the rules dictate that those resources are gained purely on fictional judgement by someone.
Quote from: James_Nostack on October 26, 2011, 10:21:35 PMFilip, that sounds pretty horrible. I'm sorry you had that experience. If it's any consolation, I've found that gaming with total strangers is frequently (always?) disappointing, sometimes so disappointing that it causes me to painfully introspect about the amount of my life I've spent playing these silly games. None of my experiences have been as bad as yours on the creative agenda front, though.
QuoteI think I've seen Ron or Vincent or somebody use a metaphor about people needing to agree to get together, with these particular people, to do this particular thing (play volleyball or have dinner).
QuoteIn both of our stories, it sounds like the other players didn't really give a damn about who they were meeting with, and also didn't give a damn about what they were ostensibly there to do. Bad times.
QuoteCallan, but do you honestly think that would work for people representing this particular segment of the hobby?
QuoteWhen some of us demanded he runs the game RAW, he got really angry.
QuoteThat a set of pretty well designed rules exists on paper will not matter in the end.
Quote from: contracycle on October 30, 2011, 07:58:18 PMSo, there are people out there who eat food, but they aren't chefs!
Quote from: KevinH on November 14, 2011, 01:23:08 PMIf we've met up, in whatever venue, to play then we should play. I'm not going to argue for some kind of time-in nazism, but I think it is part of the social contract of gaming that we owe it to the other players to get involved and remain involved, in the fiction.
Quote from: Ron Edwards on October 30, 2011, 02:27:47 PMSo, my take is that in the case of gamers, we're talking about the social identity of "gamer" without reference to actually playing. Even sitting around a table and rolling dice and "having a character" - it's not play. It's just ... being "there." And in which case, my attention as a practitioner and as a reflector upon the experience, is instantly diverted away. This is emphatically not about styles, modes, goals, or techniques of actual play. It's about playing at all. No play? Off the screen.
Quote from: David Berg on October 30, 2011, 04:35:47 PMI wonder if RPGs are more prone to this phenomenon (people who don't want to really do the activity showing up to it anyway) than other social endeavors?
QuoteMy second thought is that maybe conventions are a weird special case, where you roleplay with strangers.
QuoteWhich, I guess, might be a tall order, as the non-activity folks don't have too much personal incentive to identify and communicate the difference.
QuoteWhile I think interfering non-participants must go, I think non-interfering non-participants can be integrated. In high school, Andy's 5 best friends in the world all played in my Pitfighter RPG during the main time that he was free to socialize. So, he joined us, and even though he had little interest in roleplaying, he didn't interfere with us doing it, and he got to see his friends.
QuoteThe last bit of your last post reminds me of my friend John's account of a Shadowrun game he checked out. The GM kept the fiction moving, while everyone else wandered in and out of the game itself and the room the game was played in. When a new person sat down and got interested, another player would summarize to them what they'd missed. I believe the event was billed as "come play Shadowrun" but was understood by everyone as, "come to this party, at which there will be Shadowrun".Does that sound similar to what you've seen?
QuoteI actually think it'd be interesting to design a system that's optimized for this kind of play. I'm working on an attempt called Mead Hall Tales, where there's one Bard telling a tale of various Heroes, and the Heroes have specific, themed ways to interject their accomplishments into the fiction as the players desire. So, people can come, go, watch, or participate, and the GM gets to keep the activity alive, and everyone knows what they're getting into.