Showing posts with label player type. Show all posts
Showing posts with label player type. Show all posts

02 September 2017

PinkFae Archive #1: Lawsian Gamer Types

As I mentioned previously, the PinkFae site is essentially defunct. This makes me very sad, not just because it was a pretty neat site that had the potential to offer a lot in the way of a gaming blog, but because it had about a year worth of articles that I had written. I was quite proud of and pleased with those articles, and it would be a shame if they just vanished.

So starting today, I'm going to intersperse my normal articles with reprints of the ones I wrote for PinkFae. We start, today, with an article entitled 'Lawsian Gamer Types,' which was originally published on 3 Januay 2016.

Robin Laws, an older gentleman with short grey hair, a thin goatee and moustache, and black glasses, wearing a colourful shirt, speaking into a microphone.Robin Laws, an experienced author of roleplaying books, has written an invaluable tool for GMs. It's invaluable for all gamers, although it was targeted at the GM. In it, he includes a great deal of advice on how to make your games as enjoyable as possible for all participants. It's not the stuff you'd normally find in the 'For the Game Master' section of the core rulebook or supplements like the Dungeons Master's Guide. It's more fundamental information, such as campaign design (are you running a dungeon crawl, a set-piece story, a branching story, an episodic story, etc?), suggestions on how to be spontaneous (have a list of appropriate names for when you need to ad-lib an NPC, have a box of index cards with stats for random NPCs that the players may encounter, etc), how to deal with different player types (what emotional kick is each player looking to get from the game, and how can you deliver it to them?).

One of the most important issues that he addresses in this book is the topic of Gamer Types.

27 September 2015

What Lawsian Gamer Type Are You?

As I prepare the Changeling campaign I'm running for a couple of friends, I turn my thoughts (as I often do) to the player types I have in my group.

Those who've been following this blog for a long time now may remember that I posted, several years ago, a description of the different player types. I always like to get an idea of the types of players for whom I'm GMing, so I can try to tailor the story to their needs and desires.

As this particular group is still so new to gaming, I imagine it will be a month or two before I start asking these questions. But to that end, I've created a survey on Google Forms that they can take when I feel the time is right to ask them to think about these things.

And then it occurs to me that it might be interesting to know what gamer types I have reading this blog.

So, to that end, I present to you the Lawsian Gamer Types survey!

23 May 2015

Story versus Action

I was unable to post an entry last week. I apologise. It has been a crazy spring season. Although it's not technically summer yet, my 'summer season' began today, so I expect fewer obstacles for a while.

Today, I want to talk about an exchange I had on Tuesday. I was at the weekly meeting of the local board game club, when two young men walked into the building and said that they were hoping to get to attend, but would need to ensure that they had a ride home. I offered my services. So they stayed, and games were played by everyone present, and at the end of the night, I ferryed them to their residence.

As we were driving, we the conversation turned to role-playing games. They asked me if I had ever played Dungeons and Dragons. I informed them that yes, I had, but that I was not a fan of the game, because it emphasised hack-and-slash over storytelling. They attempted to defend their beloved game, saying the usual things like 'It's not the game that determines the story's structure, it's the GM,' and 'We've played in games that have great stories.'

Which is true, to an extent, but what they don't seem to notice is that the game's mechanics have a distinct effect on the types of stories being told. I've talked about this before, but only in passing.

04 January 2015

Matching games to players

So you've got your group of friends together, and you're planning on spending a lovely evening playing one of your favourite games. You make sure everyone is ready, everyone understands the game, and you start in with the evening's session. But halfway through, you realise you're just not having that much fun. This game, which you normally so adore, just isn't fun for you tonight. What could be wrong?

Might it be that you've got the wrong mix of players?

Take my situation, for example. In looking over my games, I notice that I have a penchant for games that involve creativity in some way. I'm not overly fond of chess, but I adore chess variants (3 player chess, byzantine chess, infinity chess, spherical chess, etc). This is mostly because I love seeing what sort of different or unusual spin can be put on the main game. I also love games like Gloom, where half the fun of playing is in seeing what sort of outlandish stories can be told in the course of playing the cards. Fiasco is, of course, purely an exercise in creativity. I've always loved tabletop roleplaying games precisely because of the stories told through them; Changeling: the Dreaming is paramount amongst this category of game because it encourages and rewards creativity.

But over the years, I've noticed that there are some people who just don't fit with these sorts of games.

22 March 2009

Surrogate Characters

Welcome to another week of the Game Dork's Gaming Corner! Today, I want to talk about an idea I had some years ago.

Some of you may remember that, when I described the different gamer types, I said that I was about 60% Storyteller and 40% Method Actor. This makes it hard for me when I'm in a gaming group that is mostly Butt-Kickers/Power Gamers/Tacticians. There was one occasion specifically when we were preparing to play a game of Werewolf. At that time, we were not using the pack rules (summary for those who need it: a gaming group in Werewolf: The Apocalypse is supposed to work together to create a pack of characters with a specific purpose, either long-term or short term, and each character should set aside some of their points to pool with the other players for the purpose of purchasing a "pack totem," a spirit that grants each pack member certain powers in exchange for following a particular code of behaviour). We would each just write up our individual characters, who would meet as normal and find themselves engaged in some adventure together.

I was excited by this, and was quite looking forward to the first session, where we were supposed to discuss the issue of pack totem and come to a consensus as to which spirit we would adopt as our patron. However, when I got home from work that evening, I was dismayed to hear that the other players had chosen a totem without my input. I was mostly upset that they had not bothered to include me in the discussions, but I was also upset that they had chosen Fenris, the most savage and warlike of the totems.

19 July 2008

The nature of the hobby?

You may have already read this, but there was an interesting article a few weeks ago describing the way that gamers can be a bunch of pretentious blowhards. The author accomplished this by examining this analogy: RPGs, like cookbooks, are a series of seemingly rigid rules that, in practise, "require a certain amount of adaptation for your own tastes." So if people treated cookbooks like they treat gaming books, it would sound pretty horrible, wouldn't it? You can read it to see for yourself.

If you don't remember, I posted some time ago about the different gamer types. The vast majority of gamers are either butt-kickers or power gamers. By far the minority are the storytellers and method actors. (Granted, for the purposes of this argument, I am ignoring the casual gamer.) Given that the butt-kickers and power-gamers prefer hard core rules systems, which empower their particular emotional desire to game in the first place, while storytellers and method actors dislike hard core rules on account of their desire to play less combat-centred storylines, it is not surprising that this should be the case. For the butt-kickers and power gamers, the rules are everything, because it's the exacting script by which they create havoc and chaos.

But you can see the point, can't you? Sometimes they tend to focus on the rules to the exclusion of their own ability to enjoy the game. They tend to forget that the rules, especially in RPGs, are meant to be modified to suit the needs of your particular group. But with the need for rules that most gamers feel, especially the fanatical devotion to the canon as laid out by the authors of the game in question, adaptation and modification are not seen as options.

09 March 2008

Gamer Types

Greetings again to you, my faithful readers! This week, I shall discuss the Lawsian Gamer Types. A prominent creator of gaming resources in the gaming industry, named Robin Laws, wrote an amazingly useful book called Robin's Laws of Good Game Mastering. Although this book is geared towards GMs, it has some very useful information for players as well.

One example of these doubly-applicable tidbits is the idea that gaming is supposed to be fun. You know, that sounds pretty obvious, but the problem is that a lot of people forget that gaming is a collaborative effort, and work hard to have fun at the other players' expense. The book suggests that everyone involved work to have fun together as a team, rather than antagonistically.

But that's not the topic of this week's rant.

Today, I thought I'd talk about Gamer Types. This was particularly useful for me, both as a GM and as a player. I'd struggled for years with the others in my gaming group, getting upset at them for ruining what I thought was an otherwise incredible game by insisting on doing nothing but killing the enemies for personal glory. It never occurred to me that different people play role-playing games for different reasons. And for that, I owe a debt to Robin Law.