Showing posts with label conflict. Show all posts
Showing posts with label conflict. Show all posts
25 January 2020
Spoilers, Rage, and Toxic Fandom
Several months ago, The Dark Crystal: Age of Resistance was released on Netflix. Obviously, I binged it the very next day. And loved it. As I'm sure you can tell from the review I wrote of it.
I'm sure it will come as no surprise to you that I had been a member of the 'Age of Resistance Fan Group' on Facebook leading up to the release. I found it a convenient place to keep up with news, see stills and trailers in advance of the series, and geek out with fellow aficionados.
What was very disappointing to me, however, was how volatile and antagonistic that group became after the show was released.
Some people were unable or unwilling to binge the entire season in one sitting. These people asked for others to put spoiler warnings on posts that contained spoilers. And much to my surprise, there was a large and very vocal contingent of fans that absolutely and vociferously refused.
21 September 2019
PinkFae Archives #46: Party Gaming: The Dangers of Playing with Non-Gamers
This week's entry is another one from the PinkFae Archives. Today's article focuses on playing 'party games,' or perhaps 'games in a party context.' It was originally published on 18 December 2016.
I recently went to a November holiday party. We played The Red Dragon Inn and a few other games. I became quite angry during the course of the evening, as people were playing the game wrong.
OK, that's not really a fair statement. Technically, there's not a wrong way to play a game, as long as everyone is having fun. But, of course, I was not having fun. And that can be the problem with playing games at a party. People play games for different reasons. The problem comes in when those reasons are at odds with one another.
This is not to say that board games have no place at a party. Rather, that the decision to play a game depends on several factors. Not least of which is the people with whom you are playing.
I recently went to a November holiday party. We played The Red Dragon Inn and a few other games. I became quite angry during the course of the evening, as people were playing the game wrong.
OK, that's not really a fair statement. Technically, there's not a wrong way to play a game, as long as everyone is having fun. But, of course, I was not having fun. And that can be the problem with playing games at a party. People play games for different reasons. The problem comes in when those reasons are at odds with one another.
This is not to say that board games have no place at a party. Rather, that the decision to play a game depends on several factors. Not least of which is the people with whom you are playing.
04 December 2016
Collapsed Games
Remember a few months ago, when I mentioned that I was going to be streaming a Changeling campaign over Twitch?
That didn't last very long. We had a total of two actual game sessions. And it became apparent to me during that time that I was the only one actually invested in the game.
I could sit here and wax poetic about the reasons why the other players weren't into it. I could gaze at my navel and ponder whether they really were invested, and I just couldn't tell. But the fact is that gaming is my creative outlet. Especially when I'm GMing. It's not just a hobby for me. It's how I express myself.
I've said it before, but it's very true. Some people paint. Others write. Some compose, perform, and record music. I even know people who express their creative urges through creating board games and card games.
I run game sessions.
That didn't last very long. We had a total of two actual game sessions. And it became apparent to me during that time that I was the only one actually invested in the game.
I could sit here and wax poetic about the reasons why the other players weren't into it. I could gaze at my navel and ponder whether they really were invested, and I just couldn't tell. But the fact is that gaming is my creative outlet. Especially when I'm GMing. It's not just a hobby for me. It's how I express myself.
I've said it before, but it's very true. Some people paint. Others write. Some compose, perform, and record music. I even know people who express their creative urges through creating board games and card games.
I run game sessions.
25 January 2015
In the Spirit of Fun
I used to play Vampire: The Masquerade. I was drawn to the rich setting with great potential for character development. Once, I was playing a Salubri character. Salubri have access to a defensive power called Obeah. One of the abilities of this power is to erect a force field around the character, so that anyone not already within 25 feet cannot approach any closer than that distance.
At one point, my character finds herself in a small cavern with at least one hostile NPC. I state that I am looking all around me to ensure that there's no one within 25 feet. To emphasise the point, I turn my head to the left and the right.
I considered, at this point, stating outright that my character was looking in a full 360° arc, just to be sure the GM understood what I meant. But then I thought to myself, 'No, that won't be necessary. The GM is understanding enough to know what I mean. I'm not going to insult her intelligence, nor her ability to be a good GM, by stating the obvious.'
What a fool I was.
At one point, my character finds herself in a small cavern with at least one hostile NPC. I state that I am looking all around me to ensure that there's no one within 25 feet. To emphasise the point, I turn my head to the left and the right.
I considered, at this point, stating outright that my character was looking in a full 360° arc, just to be sure the GM understood what I meant. But then I thought to myself, 'No, that won't be necessary. The GM is understanding enough to know what I mean. I'm not going to insult her intelligence, nor her ability to be a good GM, by stating the obvious.'
What a fool I was.
27 April 2008
When Players Collide
I didn't post last week. I'm very sorry. Real Life got in the way.
This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.
One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.
Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.
This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.
One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.
Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.
Subscribe to:
Posts (Atom)