Seacore wrote:Do you do this anonymously? While maybe not doing it in a group, it's probably important for the GM to know which player is aiming at winning. This would help the GM to teach this player that he is incorrect.. uh, I mean, to better interact with that player's needs.
Seacore wrote:I definitely prefer playing in games in which it's not the goal, but often D&D and other hack n slash games are more like a boardgame than strict rp and winning is all good.
Seacore wrote:But my question is, if it's anonymous, how do you interact with the results.
In this case in which you have one player who wants to play to win and 5 that don't, what the next step?
Narayan wrote:Seacore wrote:Seacore wrote:But my question is, if it's anonymous, how do you interact with the results.
In this case in which you have one player who wants to play to win and 5 that don't, what the next step?
What do you do whenever you have a difference of opinion at the gaming table? Discuss! I have always found such conversations interesting. There is a risk that an "out of game" conversation could bring the game to a grinding halt, yes, but I think it is much better to address any concerns about a game rather than to ignore them or sweep them under the carpet. Of course, it is better to set aside a discussion for later where it risks boring the rest of the group though. If the discussion is getting counter-productive then I think the best thing is to shelve it for later and focus back on the game. But I think you should always come back to it.
For me, the game doesn't stop at what happens "in the story". It is what is happening around the table as well. A frank and constructive discussion about the mechanics of a game stimulates me as much as an exciting combat scene - they are both enjoyable.
Yep, I agree with that, but you're missing my point slightly.
This information has been gathered without knowing which player at your table disagrees with the other 5.
I often have these kinds of conversations about mood, theme, setting and goals with players before I start to run my games, and also revisit the issue throughout the campaign. But watergoesred specifically mentioned that the information is captured anonymously, and that's what I'm curious about.
Trithemius wrote:I'm really about the "what next" - the conversation that happened after this result was made known to the group. Did the one outlier out themselves? Did the discussion identify what was meant by "playing to win"? Did the group pick an answer (I guess you did, you guys are playing right?) and what was that answer?
Seacore wrote:Yep, I agree with that, but you're missing my point slightly.
This information has been gathered without knowing which player at your table disagrees with the other 5.
I often have these kinds of conversations about mood, theme, setting and goals with players before I start to run my games, and also revisit the issue throughout the campaign. But watergoesred specifically mentioned that the information is captured anonymously, and that's what I'm curious about.
Seacore wrote:As for the other points, I agree that you need to define what "winning" means. But at a certain point if you're saying "winning" means "having fun" , then the questions has slipped out of context.
I've designed characters to be main characters, with their destiny that they are hoping to fulfil and for that, winning is an important aspect, and it's also appropriate for the character.
But I've also designed characters to be supporting characters, occassionally with the hope of having them die tragically or become corrupted by something. From that character's pont of view, they've probably "lost" and that's how I've read the questions.
Seacore wrote:And I absolutely agree that systems have a big effect on it. Like I said, D&D (3rd Ed from my experience) is very much like a board game and thus 'winning' is more important than in something like GURPS, in which you've literally designed your characters fatal flaw into the character.
watergoesred wrote:Trithemius wrote:I'm really about the "what next" - the conversation that happened after this result was made known to the group. Did the one outlier out themselves? Did the discussion identify what was meant by "playing to win"? Did the group pick an answer (I guess you did, you guys are playing right?) and what was that answer?
Actually, we did the survey online and this is first time the group has seen the results. We're going to talk about them when next we meet but I suggested we post them up here to spice our discussion with others commentary.
So yes, I agree that you can play a PC to lose rather than to win, but ultimately they should still be fighting for something.
My experience with GURPS is that you "win" by building a min-maxed character that excels at specific things. There's nothing wrong with this - I've had quite a lot of fun building characters in GURPS with all sorts of permutations. If you've built your PC correctly, you should be able to handle whatever obstacles come up in the adventure. If you've built your PC poorly, then you won't do as well as others. While Disadvantages can be "fatal flaws", they are mostly just annoying.
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