Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Roleplaying in General

Reply
 
Thread Tools Display Modes
Old 07-01-2014, 01:53 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Go wild?

Over in the GURPS forum, in a thread about campaign themes:
Quote:
Originally Posted by Rasputin View Post
Also, the lack of a place to go wild with few social constraints hurts as well. Most military games have this problem. One of the takeaways we always have from war is that there are social constraints to killing folks and taking their stuff. Maybe not right away, but it catches up to folks. It's flat-out wrong, and we shouldn't be encouraging that. We're doing this to escape the grind for a few hours; realistic choices with realistic repercussions appeal only to a few gamers.
OK, this puzzles me. Consequences and repercussions from a broader society have always been a significant part of roleplaying in all the groups I've belonged to. Down a dungeon, they may be rarer than in town, but they can still happen. Sometimes an NPC in town has followers, prisoners or other interests in the dungeon.

Thinking back to learning roleplaying in 1979-80, you got new recruits who wanted to go wild all the time, but they learned pretty fast that there were limits in the societies, even in homebrew D&D worlds.

Is this experience atypical? Is a complete freedom from consequences part of many people's roleplaying?
johndallman is offline   Reply With Quote
Old 07-01-2014, 02:33 PM   #2
Turhan's Bey Company
Aluminated
 
Turhan's Bey Company's Avatar
 
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
Default Re: Go wild?

Quote:
Originally Posted by johndallman View Post
Is a complete freedom from consequences part of many people's roleplaying?
A lot of people start (or at least, have started) with very episodic gaming, where there's simply not much room for long-term consequences. A minority of some size start in more socially complicated settings, and some number of those who don't eventually move on to play creating broader story arcs with room for social ramifications, but I suspect a significant majority have social-consequence-free gaming for at least part of their career.

ETA: Really, that's kinda what the Dungeon Fantasy line is all about. It doesn't address consequences and repercussions from a broader society because it's not about that. You go kill the monsters and take their stuff, and everybody who enjoys that sort of thing has a fun evening playing out power fantasies.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs.

Buy my Warehouse 23 stuff, dammit!
Turhan's Bey Company is online now   Reply With Quote
Old 07-02-2014, 03:36 AM   #3
RogerBW
 
RogerBW's Avatar
 
Join Date: Sep 2008
Location: near London, UK
Default Re: Go wild?

I've never actually met one face to face, but I've read plenty of descriptions of player types which involve "the guy who only wants to kill stuff" – decompressing from work, perhaps. Some players are just impatient with problems that can't be solved by a +5 Holy Avenger.

TBC, that's actually where I part company with Dungeon Fantasy. I'm entirely happy to play someone who goes down a hole and bashes things, but I like the idea that there's also a civilisation "back home" too; it sets up a feeling of dramatic conflict, and when people have to interact with it without bashing it it makes for a different sort of adventure.
RogerBW is online now   Reply With Quote
Old 07-02-2014, 06:59 AM   #4
shawnhcorey
 
shawnhcorey's Avatar
 
Join Date: Jun 2006
Location: The Great White North
Default Re: Go wild?

Quote:
Originally Posted by johndallman View Post
Is a complete freedom from consequences part of many people's roleplaying?
This article is about video games but I think it can apply to tabletop games as well.
New evidence suggests heinous behavior played out in a virtual environment can lead to players’ increased sensitivity toward the moral codes they violated.
__________________
How do you keep a fool busy? Turn upside down for answer.
˙ɹǝʍsuɐ ɹoɟ uʍop ǝpısdn uɹnʇ ¿ʎsnq ןooɟ ɐ dǝǝʞ noʎ op ʍoɥ
shawnhcorey is offline   Reply With Quote
Old 07-02-2014, 07:43 AM   #5
Michael Cule
 
Join Date: Jul 2005
Default Re: Go wild?

I've never found role-playing people without consciences fun. But then I fantasize about being someone with more courage than me not someone who isn't being watched just now so they can get away with what they like.

Perhaps people who feel their powerlessness in real life is something imposed on them by circumstances rather than by their own nature fantasize about different things.
__________________
Michael Cule,
Genius for Hire,
Gaming Dinosaur Second Class
Michael Cule is offline   Reply With Quote
Old 07-02-2014, 08:07 AM   #6
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: Go wild?

Quote:
Originally Posted by Michael Cule View Post
I've never found role-playing people without consciences fun. But then I fantasize about being someone with more courage than me not someone who isn't being watched just now so they can get away with what they like.

Perhaps people who feel their powerlessness in real life is something imposed on them by circumstances rather than by their own nature fantasize about different things.
I fantasize about being someone with more courage than me who isn't being watched just now so they can get away with what they like. This is why I sign up for and run cyberpunk. ;]

But seriously, I used to go in for the deep characterization and complicated web of RP thing (no, really, I ran V:tM for seven years), and the potential for that is still a big part of what I enjoy about GURPS, but nowadays I really just don't have the time for it. This is the one hobby I have left, and I use it to blow off steam with violence in a way that I don't get to do at my job as often as I might like.
Gold & Appel Inc is offline   Reply With Quote
Old 07-02-2014, 09:17 AM   #7
Nymdok
 
Nymdok's Avatar
 
Join Date: Dec 2006
Location: Houston
Default Re: Go wild?

Quote:
Originally Posted by Turhan's Bey Company View Post
A lot of people start (or at least, have started) with very episodic gaming, where there's simply not much room for long-term consequences. A minority of some size start in more socially complicated settings, and some number of those who don't eventually move on to play creating broader story arcs with room for social ramifications, but I suspect a significant majority have social-consequence-free gaming for at least part of their career.

ETA: Really, that's kinda what the Dungeon Fantasy line is all about. It doesn't address consequences and repercussions from a broader society because it's not about that. You go kill the monsters and take their stuff, and everybody who enjoys that sort of thing has a fun evening playing out power fantasies.
This.

When we played AD&D as kids, we didnt worry if the Goblins had a full warren back at home.
We didnt worry if that was the last dragon we were wailing on.
Bad Guys needed to have Bad Things happen to them and we were those things. That was it.
Now when we got back to town we were always civil without instruction. We just were. I dont even really recall why as I type this.
When we were 'in the dungeon' or 'on adventure' we killed things with very little conversation, but in town it was almost all chit chat. We never killed anyone in town unless we were SURE that dude had it coming and we could prove it.

Looking back it seems rather restrained for an imagination game.

Of course it could have been that the Monster manual had the Good and Evil creatures clearly labled, so we knew what we could kill with out remorse. As long as HEs evil, WE'RE the good guys. Convenient morality that.

Nymdok
Nymdok is offline   Reply With Quote
Old 07-02-2014, 10:41 PM   #8
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Go wild?

Quote:
Originally Posted by Nymdok View Post
Of course it could have been that the Monster manual had the Good and Evil creatures clearly labled, so we knew what we could kill with out remorse. As long as HEs evil, WE'RE the good guys. Convenient morality that.
In the decade or two after LotR, Tolkien came to find that sort of thing worrisome.

Bill Stoddard
whswhs is online now   Reply With Quote
Old 07-03-2014, 12:55 PM   #9
Nymdok
 
Nymdok's Avatar
 
Join Date: Dec 2006
Location: Houston
Default Re: Go wild?

Quote:
Originally Posted by whswhs View Post
In the decade or two after LotR, Tolkien came to find that sort of thing worrisome.

Bill Stoddard
Meh.
We were simply kids with a simple morality. There wasnt this constant NEED fro the conflicted almost justifiable anti hero type.
We didnt even believe at that time that if we just understood the goblins/orc/bugbear/giants position we could negotiate something.

It was enough for us that there were good guys and bad guys.

Nymdok
Nymdok is offline   Reply With Quote
Old 07-03-2014, 02:08 PM   #10
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Go wild?

Quote:
Originally Posted by Turhan's Bey Company View Post
A lot of people start (or at least, have started) with very episodic gaming, where there's simply not much room for long-term consequences.
Makes sense. My initial gaming experience was the club at college, all weekend, every weekend, plus a couple of weeknights. There was time for plenty of complexity there.
johndallman is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:35 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.