Showing posts with label fun police. Show all posts
Showing posts with label fun police. Show all posts

Monday, February 10, 2020

You Are Not Obligated To Like Games Just Because They're Popular

Like a lot of gamers, I came into the tabletop RPG hobby through what was then the current edition of Dungeons and Dragons. This was right around the time that 3.0 was making its transition to 3.5, for those of you looking to construct a timeline. I'd had brushes with funny-shaped dice and narrative gaming before, but that was when I really committed to the hobby.

It wasn't long after that my dice collection began to become... an issue.
Also like most gamers, the longer I was in the hobby, the more games I discovered. The World of Darkness got its reinvention not long after I became aware of it (the games now referred to as the Chronicles of Darkness for those feeling confused), and several groups I played with ran stuff like BattleTech, Call of Cthulhu, and in one night of zany experimentation, Paranoia. And one of my clearest memories as a gamer was when Wizards of the Coast brought out the 4th Edition of DND.

Like a lot of gamers who'd gone all-in on 3.5, I hated 4th Edition. I felt the lack of customization was a major flaw, and I disliked how it felt more like an MMO or a minis war game than the sort of RPG I was used to. My group all shared the same opinion, and we decided to stick to 3.5 until we found something we liked better. Which we did when Paizo released Pathfinder. It was everything we liked, plus some extra wooge, and we couldn't have been happier.

I Told You That Story So I Could Tell You This Story...


The reason I told you all of that is to establish that for the first decade or so of my gaming career, I was a gamer who found that most of my wants and needs were in sync with the broader strokes of what was popular in the hobby. I came in when the dominant game design philosophy was to make games that focused on giving players the ability to fully customize their characters, and where the DMs had to do the minimal amount of improvisation regarding common rules (there were charts and scales for falling damage, weather, monsters and traps were fully statted out, skills had specific thresholds and modifier, etc.).

However, over the past several years as both a player and a designer I have noticed that the pendulum is definitely swinging the other way now. 5th Edition Dungeons and Dragons came back hard from 4th Edition's failure, and gobbled up a huge amount of the market. Thanks to shows like Stranger Things, simpler editions of DND are coming back in vogue. And, generally speaking, the market is filling up with games that have a lot fewer moving parts, and which require a lot less investment and time on the part of players and storytellers alike.

Just what the hell is going on here?
There are a lot of reasons for this. One is that with gaming's increased accessibility, gamers are reaching for the editions they see in their favorite shows (Critical Role, in particular, I hold responsible for a portion of 5th Edition's booming fan base). Another is that more gamers are adults, and adults with jobs (and sometimes kids of their own) don't typically have hours upon hours to dedicated to learning labyrinthine, complicated storytelling systems. When you add in that lots of games are also geared toward shorter campaigns, and even one-shots (I'm looking at you, Dread), the market is clearly changing to fit a much different audience. And since shorter, less complicated games require a lot less work to make, they're popping up in greater numbers.

This is a gaming demographic I'm not part of.

This is frustrating both as a gamer, and as a game designer (though in my defense I'm stretching out and following the curve with 5th Edition DND modules like False Valor and The Curse of Sapphire Lake), but meditating on it has lent some clarity. Once upon a time the things I liked in games were popular, and that drove profit margins. Now my style of game is less popular, and as a result there are fewer companies putting out the type of content that I enjoy. That's not a slight against me, that's just how the free market works; if there were more gamers in the hobby who wanted what I want, it's what companies would produce.

And that's fine (at least personally; professionally it's a different kettle of fish). I am under no obligation to buy the games being produced if they're not the sort of things I want to play. No one is going to make me move on to Pathfinder's second edition, or Dungeons and Dragons' fifth, in the same way that no one forced Vampire: The Masquerade players to move onto Requiem when it was released. The games I like still exist, and I have full control over what I play in my own time. We all do.

With That Said... Let People Enjoy Things


Having said all of that, not liking something doesn't mean that you should volunteer your opinion in places where it isn't wanted. If people are talking about their latest campaign, and your only contribution is to disparage the edition or system they're using, just shut up. Move on from that conversation, because it's not for you, and no one is asking for your input.

"In my day, natural tharks weren't an auto-success!"
As geeks and gamers (particularly those who are used to being the dominant audience), we occasionally get confused and think that other people beyond the folks we play with care what we think. We fall into that trap where we mistake not being catered to with having our interests ignored, and too often we end up trying to spread that negativity around. Like how grown men will rail against the popularity of boy bands or romance novels just because something that isn't made for them is popular and successful.

So the next time you get ready to hold forth about something you don't like that's popular in gaming, or how this or that group who's clearly having fun is contributing to the popularity of the "wrong" kinds of games, take a moment and ask if anyone solicited your opinion. If you were specifically asked to share, consider whether what you're about to say will have a positive impact on those who hear your words.

Take my advice on this one; your games of choice will not get more popular if you shout about how they're superior to all the stuff people are playing and enjoying now. Instead, make a pitch for what your games do that other games don't. Put on your salesman's cap, and hold the door open for gamers who may not have heard of your favored system, or preferred edition. Be an ambassador who persuades those watching to give your style of gaming a try.

Because in this instance, you will catch far more flies with honey than you do with vinegar.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found this suggestions useful!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Monday, September 12, 2016

No One Is Accusing You Of Having "Wrong Bad Fun"

The Internet is chock full of advice when it comes to roleplaying games. Whether you're looking for rules combinations, character conversions, guides, clarifications, or just suggestions for creating atmosphere, or getting into character, you can find it out there. Regardless of the system you're playing, or the kind of tone you're going for, you're bound to find at least a few bloggers, vloggers, and industry voices you agree with. You're also likely to find several you disagree with. It is, in fact, likely for you to find a lot of people you disagree rather strongly with. Which is why, this Monday, I'd like to remind everyone out there of the silent mantra when it comes to reading RPG blogs, watching channels, reading articles, or just talking in forums and on social media.

Now, repeat after the Goat of Silliness...
The mantra goes something like this. "If I don't agree with this content, then clearly it's not meant for me, or my game."

That's it. Just a simple, silent sentiment that we should always tack to any article we disagree with when it comes to gaming.

RPGs Are Not A Zero Sum Game


I bring this up because I spend a lot of time online talking about RPGs. Whether I'm promoting my own blog posts, or those of a fellow creator, or just answering questions or joining discussions, I spend several hours a day up to my elbows talking about my favorite games. And, as anyone who spends time on social media knows, there are bound to be disagreements. Sometimes it's over a rules interpretation, and other times it's over whether or not a certain class is bound to certain styles of play. Sometimes it's just asking if something is technically possible, according to the game rules.

Now, I'm going to make the following statements from the calmest portion of my soap box that I have. Suggesting a certain way to play is not demanding that everyone play that way. Pointing out that a rule works a certain way in the game does not preclude your table from altering that rule when you play the game.

Unless someone specifically says, "this is the only way to play this aspect of the game, and if you do it differently, then you're doing it wrong," then no one is "calling you out" for having "wrong, bad fun."

Play how you want, you mad bastards.
However, if you feel the need to demand that someone else stop telling you how to play the game, and you want to sling a comment about how the, "fun police," have found your thread, take a moment, and repeat the silent mantra to yourself. Then, if you feel so compelled, re-read the thing that upset you, and ask if it is, in fact, demanding that all players play the game in a single way. If it isn't, and is simply pointing out the language of a rule, making a suggestion on how a given class could be run, or stating that at this particular person's table, X, Y, or Z are the order of the day, then scroll on along.

So What's Your Point?


What's the point of this post? To get my fellow gamers, and members of the community, to stop using the accusation of someone calling you out for, "wrong, bad fun," the same way that people with unpopular views will scream about their, "freedom of speech," or about how everyone's so, "politically correct," when the criticism starts rolling their way. Someone telling you that your interpretation of the rules is directly against the game's errata, and thus that you have house-ruled things to be different, is not an attack on you. That's just a statement. Someone pointing out that barbarians can be from big cities, or that wizards don't have to go to universities, isn't accusing you of playing the game incorrectly. They're just pointing out that there are other ways to do things.

You like the way you're doing them? Beautiful! Shine on, and happy trails. But if you're going to get involved in discussions, talk about the issue at hand. Don't just raise a criticism shield and claim someone's trying to censor your fun.

Well, that's all for this week's Moon Pope Monday post. Hopefully you enjoyed what I had to say, and even if you didn't enjoy it, that you still found something worth taking away from this particular post. If you'd like to help support Improved Initiative, then just stop by The Literary Mercenary's Patreon page to toss a few bills in my jar. No pledge is too low, and if you pledge at least $1 a month I have a free book with your name on it! Well, my name is on it, but you get the picture. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, what's the hold-up?

Monday, December 28, 2015

Concept Policing is Something Gamers Should Stop Doing

We've all had those moments. You're preparing for an upcoming game, and your brain has hit on an idea. It's a little different, and a little unusual, but you've read and re-read the rules, and you see nothing in your game that actually prevents you from making it work. So after days of hammering it out, you finally get a chance to tell someone about it. Then, once you've finished laying it all out, that person tells you your concept won't work. You ask why, and you're met with a shrug, coupled with the phrase, "because that's not how that works."

Or is it?
Sometimes you really did overlook something, and your concept isn't something you can pull off in your current game system. For example, alignment restrictions stop you from fully realizing a barbarian/paladin in Pathfinder, because you're going to lose access to one of the class's abilities. While you could play a thin-blooded vampire who walked in the daylight in Vampire: The Masquerade, the same option isn't available in Vampire: The Requiem (though there are alternative methods in place). The fifth edition of Dungeons and Dragons doesn't have firearms, so you can't bring a gunslinger to the table.

Those are all mechanical reasons a character concept won't work in a given game. When a player imposes his or her own personal beliefs about what classes/characters should and shouldn't be with no backing from the rules, though, that's called concept policing. And really, it's something we should all learn not to do.

If The Rules Don't Prevent It, Why Should Your Opinion?


This bears repeating. If the only objection you have is, "that isn't how I picture that class/race/archetype looking or acting," then that is not a legitimate reason to tell someone else they can't play a certain concept. Disagreement is fine, and we should all feel free to discuss the merits of concepts openly and respectfully, but if the only reason you feel a concept won't work is that you disagree with it, then that is the weakest excuse you could give for why it shouldn't show up in a game.

There is no room for weak sauce at the gaming table.
As I mentioned in What's In A Name? How Your Character's Class is Limiting Your Creativity, it's very easy for us as players, and even as DMs, to get wrapped up in what we think a certain character has to be. For example, rogues don't have to be dexterous sneak thieves who pick pockets. They can be, but they aren't required to be. The same goes for the knights in shining armor we typically think of when paladins come to mind. We could just as easily have a chivalrous, god-fearing fighter with a strict code of ethics inside that suit of plate. Alternatively, the foul-tempered, disreputable-looking woman in boiled leather and chain with the longbow might actually be the one with paladin levels, doing noble deeds with no need to boast or brag.

There's also the important point that your class is a meta concept. We know, as players, what someone's class levels are. But those class levels, indeed the very concept of a class and levels, is something that doesn't exist in the world we're looking at. So, while the king's bodyguard might be a hulking northerner with a war ax on his belt, his sheet might declare he has 9 levels of samurai. And while the party's face man may seem unremarkable, barring his silver tongue and winning smile, he might boast levels of ninja. Not because he wears black pajamas and throws shuriken, but because he's a spy who's received government training in the arts of infiltration, combat, and when necessary, assassination.

The Flip Side


On the other hand, it is important for players to remember that their concepts need to follow the rules. That includes the established rules of the game system, as well as the declared rules of any pre-generated adventures, the established canon of a setting, or the house rules in play at a given table. If the DM has clearly stated things like, "no evil PCs," or, "no races other than the base races in the core book," then you can't claim your concept is being policed when you want to play a lawful evil Drow necromancer.

Or, really, any kind of lawful evil necromancer.
Also, there's a big different between having your concept policed, and having it criticized. Ideally, criticism will examine aspects of your concept, and question why it has to be a certain way. Things like, "who taught your character this obscure martial art?" or "if your character's family was killed in an orc raid when she was five, then who raised her to adulthood?" Criticism can point out flaws and underdeveloped sections in your story, or offer alternative ways to make the concept even stronger. Policing is someone saying, "I don't agree with/like this, therefore it is wrong, and you can't do it."

Keep An Open Mind (And Open Ears)


With everything that's been said, the key is for all of us to listen to each other. We're all working together to try and have fun, tell a story, and create something with our own, unique spin. With all the creativity we have as gamers, why limit our character concepts beyond what's already being imposed by our systems and setting of choice?

Also, while we're on the subject of characters that defy the norm, you should check out my Unusual Character Concepts page, if you're looking for new ideas to bring to your table.

Thanks for stopping in to check out my Monday update! If you'd like to help support me and my blog, then why not check out my Patreon page? And, if you want to make sure you stay on top of all my latest releases, make sure you follow me on Facebook, Tumblr, and Twitter, too.