DrunkonDuty
he/him
Forked from: Games that didn't survive first contact. . .
What follows is just an attempt thrash out an idea that is nagging away in the back of my head. So if you're not interested in that sort of thing best to tune out now.
(Dykstrav: I hope you don't mind me using large chunks of your posts as examples here. But they struck a chord.)
The above has got me thinking about how different systems really seem to appeal to very different play styles.
Most of the Werewolf games I've heard about went much like the one described above. Not all. But most. I'm not at all familiar with WtO but it seems to have a very definite (and different) appeal.
Thing is, I'd have thought they would appeal in much the same way to much the same people. To whit: "I have super powers, I am so much better than all the Kine out there, time to kick arse and live out some infantile revenge fantasies." All the WoD games have this possibility, even though the systems themselves do try to encourage a much more reflective style of game.
I have seen and heard about a lot of games (not just WoD) that, er, have a greater facility to encourage the release of the Id. Sorry about the Freud but I'm trying to refrain from provocative language. I'm thinking that games that are closer to real life tend to get more of this Id release. eg: cyberpunk games tend to get more personal in their violence than, for instance, traditional fantasy games. Oh the body counts in the average DnD game will be MUCH higher than your average cyberpunk game. But the way in which the murder and mayhem is gone about differs greatly.
How about: certain games seem to appeal to those looking for a greater cathartic release than others. And not just a release of violence but also more of violent passions.
I have to go off to work, I will try to finish this later. But if anyone has managed to read this far and can see something to respond to I'd love to hear what you have to say. As I said at the start I'm just trying to form a concrete idea about this. Gathering data with the hope of seeing a pattern form.
yours in a tumultous state of mind,
Glen
What follows is just an attempt thrash out an idea that is nagging away in the back of my head. So if you're not interested in that sort of thing best to tune out now.
(Dykstrav: I hope you don't mind me using large chunks of your posts as examples here. But they struck a chord.)
Dykstrav [B said:Wraith[/B] is a very character-driven game, and bluntly, players who sit on their hands if they aren't spoon-fed the plot won't enjoy it. Alot of the drama and satisfaction of the game relies on players selecting long-term and short-term goals for their characters and working towards them. Fighting against your own Shadow is really cool when done properly by a skilled storyteller, or it can be contrived and wooden when handled poorly. It really is a game where you have to actually design the characters and their backgrounds and have a skilled storyteller to pull it off.
Dykstrav also wrote:
This was extremely jarring to me--I came in from Vampire at first, and every other World of Darkness game I played focused more on social interaction than murdering monsters. The last straw on Werewolf for me was when I had a character object to killing some normal humans and the characters asked me why. I began reciting portions of the Litany, and the game ground to a halt for half an hour as the storyteller and I explained the Litany to the "experienced" Werewolf players (in a chronicle that had been going for almost four years). The players got huffy at me that I'd "resort to legal tactics to advance my agenda," convinced that I really didn't understand Werewolf at all because I didn'y just murder everything I came across.
The above has got me thinking about how different systems really seem to appeal to very different play styles.
Most of the Werewolf games I've heard about went much like the one described above. Not all. But most. I'm not at all familiar with WtO but it seems to have a very definite (and different) appeal.
Thing is, I'd have thought they would appeal in much the same way to much the same people. To whit: "I have super powers, I am so much better than all the Kine out there, time to kick arse and live out some infantile revenge fantasies." All the WoD games have this possibility, even though the systems themselves do try to encourage a much more reflective style of game.
I have seen and heard about a lot of games (not just WoD) that, er, have a greater facility to encourage the release of the Id. Sorry about the Freud but I'm trying to refrain from provocative language. I'm thinking that games that are closer to real life tend to get more of this Id release. eg: cyberpunk games tend to get more personal in their violence than, for instance, traditional fantasy games. Oh the body counts in the average DnD game will be MUCH higher than your average cyberpunk game. But the way in which the murder and mayhem is gone about differs greatly.
How about: certain games seem to appeal to those looking for a greater cathartic release than others. And not just a release of violence but also more of violent passions.
I have to go off to work, I will try to finish this later. But if anyone has managed to read this far and can see something to respond to I'd love to hear what you have to say. As I said at the start I'm just trying to form a concrete idea about this. Gathering data with the hope of seeing a pattern form.
yours in a tumultous state of mind,
Glen