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Modern DnD gameplay has changed — Transcript

by Questing Beast · 8,476 words · 1,241 segments · language en · Watch on YouTube

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  1. 0:00Welcome back to Questing Beast. I'm Ben.
  2. 0:01Over the last several weeks, I've been
  3. 0:02collecting over 6,000 survey responses,
  4. 0:05looking at something that I think is
  5. 0:07rather underststudied in role playing
  6. 0:09games, and that is the play style. The
  7. 0:11way that people choose to play these
  8. 0:13types of games. In fact, I think this
  9. 0:15may be the most detailed and
  10. 0:16comprehensive look at this subject ever
  11. 0:19done. Today, we're going to investigate
  12. 0:21what I found, including some pretty
  13. 0:22interesting revelations about the
  14. 0:24current state of RPGs. We'll be
  15. 0:26examining how RPG play styles have
  16. 0:28shifted over the generations, how being
  17. 0:30a game master changes your perspective,
  18. 0:32and look at some tentative ways that we
  19. 0:34can group the different people who
  20. 0:36responded to this survey. This will
  21. 0:38probably be a long video because we're
  22. 0:40going to go through all of this data in
  23. 0:42detail, including looking at the
  24. 0:43ramifications of what some of those
  25. 0:45answers mean, at least in my opinion,
  26. 0:47and how some of them relate or correlate
  27. 0:50to other answers. This is the first big
  28. 0:52survey that I've attempted to do. So,
  29. 0:54there's certainly some things that I
  30. 0:55could improve about it, both in terms of
  31. 0:57how it's focused and the wording and so
  32. 0:58forth. And a big shout out to all the
  33. 1:00people who provided feedback. I'm going
  34. 1:02to take that into consideration if I do
  35. 1:03a follow-up to this in the future. But I
  36. 1:06think overall, the the sheer amount of
  37. 1:07data that has been collected here should
  38. 1:09be really interesting and really useful
  39. 1:10to anyone who finds this topic
  40. 1:12fascinating.
  41. 1:16First of all, let's take a look at who
  42. 1:18was answering this survey. This is
  43. 1:19something you always have to keep in
  44. 1:20mind. The answers that you're going to
  45. 1:22get here are going to be dependent on
  46. 1:23the people who are actually responding
  47. 1:25to it. In an ideal world, I'd find a way
  48. 1:27to survey everyone in the world who is
  49. 1:29playing role playing games and do a
  50. 1:31randomized sample of all of them. But
  51. 1:33that's impossible. There's no way for me
  52. 1:34to reach all of those people. I can only
  53. 1:36survey the people that I can contact.
  54. 1:38And that means the survey is going to be
  55. 1:39slanted by a number of different
  56. 1:41factors. First and foremost is that
  57. 1:43probably most of the respondents are
  58. 1:44people who are subscribers to my
  59. 1:46channel, which does focus on old school
  60. 1:48role playing games. Now, I'm very
  61. 1:49grateful to people like Bob Worldbuilder
  62. 1:51and Doy from Mystic Arts who helped
  63. 1:53share this survey to their audiences,
  64. 1:55but I think we have to assume as a
  65. 1:57starting point that most of the people
  66. 1:59are probably from Questing Beast. You
  67. 2:01also have to keep in mind that the
  68. 2:02people responding to this are going to
  69. 2:04be filtered by a number of other
  70. 2:05factors. Like, they're going to be much
  71. 2:06more likely to be on YouTube a lot.
  72. 2:08They're more likely to be very
  73. 2:09interested in RPG theory, and they're
  74. 2:11even more likely to be game masters. So,
  75. 2:13first of all, the people answering this
  76. 2:15survey are primarily millennials. At
  77. 2:17least that's the most common answer for
  78. 2:19when they were born. We can see that Gen
  79. 2:21X has a pretty substantial number of
  80. 2:22people here. We all know that during the
  81. 2:24satanic panic in the8s there was a big
  82. 2:26boom in Dn D and Gen Z has a pretty
  83. 2:29respectable following. Almost no one
  84. 2:30from the Silent Generation or Gen Alpha
  85. 2:33showed up, but I am sure they are
  86. 2:34coming. In terms of gender, it is
  87. 2:36overwhelmingly male. This is not too
  88. 2:38surprising to me because this reflects
  89. 2:40my channel's demographics pretty
  90. 2:42closely. And from talking to other male
  91. 2:44YouTubers, they see this a lot, too. I I
  92. 2:46think I've heard anecdotally that female
  93. 2:48YouTubers tend to have more female
  94. 2:50audiences, but it's going to be slanted
  95. 2:52male just because from what I
  96. 2:54understand, YouTube is more male than
  97. 2:56female. The political orientation of
  98. 2:58respondents was also very skewed. It was
  99. 3:00vastly more left-wing than it is
  100. 3:02right-wing. And honestly, I don't really
  101. 3:04know why. Is this a D&D thing? Is it a
  102. 3:07hobby thing? Is it just an online thing?
  103. 3:10I don't know. When it comes to where
  104. 3:12these respondents were located, vast
  105. 3:14majority of them, 53% were in the United
  106. 3:16States. And we see a pretty good showing
  107. 3:18from Canada, from Brazil, and from
  108. 3:20places like Germany and the UK. But
  109. 3:23after I saw that world map, a really
  110. 3:24interesting question occurred to me.
  111. 3:26Which countries was it more likely for a
  112. 3:28role- playinging gamer to show up if you
  113. 3:30just picked a random person? Which has
  114. 3:32the highest density of RPG players? Can
  115. 3:35you guess what it is? Now, we can see
  116. 3:36that while the United States and Canada
  117. 3:38and Australia have a very good density
  118. 3:40of RPG players, the place with the most
  119. 3:42players per capita, at least by the data
  120. 3:44that I have here, is actually Finland.
  121. 3:47Great job, Fins. In fact, the whole
  122. 3:49Scandinavia region has a very high
  123. 3:51density of players generally, which is
  124. 3:53not too surprising. They have a
  125. 3:54reputation for that, I guess. Now, if we
  126. 3:56zoom into the United States, we can see
  127. 3:57that most of the respondents were from
  128. 4:00California or from Texas or from
  129. 4:02Florida. Not too surprising. there's a
  130. 4:04lot of people living there. But again,
  131. 4:06if you want to know where the highest
  132. 4:08density of players is, where you're most
  133. 4:10likely to meet an RPG player, the answer
  134. 4:12to that is Oregon and the Pacific
  135. 4:15Northwest. And as someone who grew up in
  136. 4:17Portland, that makes a lot of sense to
  137. 4:18me. I recently went back to visit and
  138. 4:21there are a lot of RPG stores, not just
  139. 4:24game stores, but like RPG focused stores
  140. 4:26in that city. Maybe it's all the rain.
  141. 4:28People play just a lot of tabletop stuff
  142. 4:30there. But other great places to live
  143. 4:32would include uh Idaho or Utah, Kansas
  144. 4:35where I am. Again, that makes sense.
  145. 4:36Lots of game stores here, as well as
  146. 4:38Maine and Vermont and Washington DC.
  147. 4:40When it comes to ethnic or cultural
  148. 4:42background, we have almost 90% European
  149. 4:45descent, followed by Latin American and
  150. 4:47then multi-racial and then Native
  151. 4:49American, which I did not expect at all.
  152. 4:51Now, the period when you first started
  153. 4:52playing an RPG is very cool to look at.
  154. 4:55We can see there's this big bump here in
  155. 4:571980 through 84 and then this other huge
  156. 5:00bump starting in around 2010 and then
  157. 5:03right through 2019 this massive increase
  158. 5:06and then it goes down a bit after that.
  159. 5:08Looking at GMs versus non-GMs,
  160. 5:10respondents are pretty overwhelmingly
  161. 5:12game masters. If you combine the very
  162. 5:14likely and always being a game master
  163. 5:17categories, it's over 50%. And the fact
  164. 5:19that so many of them are game masters
  165. 5:21probably has bearing on this question
  166. 5:22too, which is the frequency of actually
  167. 5:24playing RPGs. You can see the vast
  168. 5:26majority of people play either multiple
  169. 5:27times a month, once per week, or even
  170. 5:30multiple times per week. These are
  171. 5:31people with a lot of experience in role
  172. 5:33playing games. All right, next up, let's
  173. 5:35look at one of the most interesting
  174. 5:36questions that I found in this survey,
  175. 5:38which is, does the year that you started
  176. 5:40playing role playing games affect the
  177. 5:42style of play that you most enjoy now?
  178. 5:45Is there really a kind of cultural
  179. 5:47divide between the old Grognards and the
  180. 5:49newer players of the game? We're going
  181. 5:51to find out right after a quick shout
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  199. 6:28description below. Okay, how does
  200. 6:31starting year relate to your RPG play
  201. 6:33style? So, we have four different graphs
  202. 6:35here. These are the four questions that
  203. 6:37we'll look at later on that were most
  204. 6:39affected by the year that someone
  205. 6:41started playing RPGs. And some of these
  206. 6:44were pretty unexpected to me. For
  207. 6:45example, this one, how do you feel about
  208. 6:47conflict between PCs in the same party?
  209. 6:50We can see that people who started much
  210. 6:52further back had a much lower opinion of
  211. 6:55interparty conflict than people playing
  212. 6:58today or who just started playing today.
  213. 7:00The expectation I had was that people in
  214. 7:02the past would be more comfortable with
  215. 7:03this and less comfortable now. But the
  216. 7:05reverse seems to be true. From this
  217. 7:08data, it appears that people playing in
  218. 7:10early Dn D had a much stronger focus on
  219. 7:12party cohesion and cooperation. Whereas,
  220. 7:15I would guess what's going on in more
  221. 7:17modern games that people are much more
  222. 7:18comfortable with conflict in a dramatic
  223. 7:21sense between the players. My impression
  224. 7:23is that modern games have more of a
  225. 7:25focus on storytelling and character
  226. 7:27development, and that's going to involve
  227. 7:29characters getting into conflict. Some
  228. 7:31of the other big changes over the years
  229. 7:32is also how do you feel about campaigns
  230. 7:34that explore thematic questions? Less
  231. 7:37popular in the past, more popular now. A
  232. 7:39thematic question would be something
  233. 7:40like how far would you go for revenge
  234. 7:43and things like that, the kinds of
  235. 7:44themes you would see in a novel or a
  236. 7:45movie. Having formal procedures for
  237. 7:47deciding content and behavior boundaries
  238. 7:49at the start of a campaign, like safety
  239. 7:51tools like lines and veils, much more
  240. 7:53popular today than in the past. Not too
  241. 7:55surprising. It was invented more
  242. 7:56recently. And how do you feel about PCs
  243. 7:58with more fleshed out personalities,
  244. 8:00beliefs, and motivations? That has also
  245. 8:02gone up over time, although not super
  246. 8:04strongly. However, it also turns out
  247. 8:06that your play style could be affected
  248. 8:07by your likelihood of being a GM. For
  249. 8:10example, in this one right here, we can
  250. 8:11see that people who are never GMs, so
  251. 8:13always players, are going to like a lot
  252. 8:15more the idea of balanced encounters.
  253. 8:18And as you become a GM, you become less
  254. 8:20and less a fan of that. Players also
  255. 8:22like much more detailed backstories than
  256. 8:24game masters do. Players are more likely
  257. 8:26to prefer a campaign with a
  258. 8:28intentionally created story than one
  259. 8:31that is emerging naturally from
  260. 8:33gameplay. But this fourth one was most
  261. 8:35surprising to me. Players are less
  262. 8:37enthusiastic about GMs being super
  263. 8:40generous with information. I would have
  264. 8:42thought this would be the opposite. As a
  265. 8:43player, I get really frustrated when the
  266. 8:45game master is holding back information,
  267. 8:48especially stuff that I feel like I
  268. 8:49would probably know or I could discover
  269. 8:51very easily. But it could be that
  270. 8:52there's just more players than I
  271. 8:54expected out there who like struggling
  272. 8:56to get that information.
  273. 9:00All right, next we're going to look at
  274. 9:01the results for all of the different
  275. 9:02play style questions that I asked along
  276. 9:04with interesting correlations to those
  277. 9:07questions. In other words, which play
  278. 9:09style questions tend to group together
  279. 9:11and which tend to separate strongly.
  280. 9:13Now, there's a lot of data here, but
  281. 9:15hopefully you'll stick with it because
  282. 9:16it is very interesting. And by the time
  283. 9:18we get to the end, I'll look at ways
  284. 9:19that we can tenatively group different
  285. 9:22groups of respondents into separate
  286. 9:24categories. All right, who should get to
  287. 9:26decide what the party's overall goals
  288. 9:27are in a given session? The players or
  289. 9:29the game master? We can see that it is
  290. 9:31much more popular for players to be in
  291. 9:33charge of a session than just letting
  292. 9:35the GM take care of it. In other words,
  293. 9:36a GM just telling you what you're doing
  294. 9:38every session is extremely unpopular.
  295. 9:41And people who want the players to be in
  296. 9:42charge are much more likely to want the
  297. 9:44story to emerge naturally from gameplay.
  298. 9:46They're much more likely to want an open
  299. 9:48campaign world. They want locations to
  300. 9:51be nonlinear, and they're much more
  301. 9:52likely to disapprove of having strict uh
  302. 9:55balance in all of the challenges that
  303. 9:57you undergo. The next question is,
  304. 9:58should the features of the game world be
  305. 10:00determined by the game master in the
  306. 10:01moment or determined ahead of time?
  307. 10:03Basically, to what extent is the GM just
  308. 10:06improving the whole campaign setting?
  309. 10:08and improving the whole campaign setting
  310. 10:09is really just not popular. People want
  311. 10:11at least the bare bones of stuff
  312. 10:13sketched out before you start a
  313. 10:15campaign. Now, should the events that
  314. 10:16happen in the game world, as opposed to
  315. 10:18just the actual physical features,
  316. 10:19should those be determined in the moment
  317. 10:21or ahead of time? Now, as far as the
  318. 10:23events in a game go, players tend to
  319. 10:25want things to be determined in the
  320. 10:27moment more than they want it to be
  321. 10:29planned ahead of time. I think just
  322. 10:30because planning ahead of time what's
  323. 10:32going to happen feels a lot more like
  324. 10:33railroading. And we can see over here
  325. 10:35that people who really want things to
  326. 10:36happen in the moment are much more
  327. 10:38likely to say that they want the story
  328. 10:39to emerge naturally from gameplay. Now,
  329. 10:41this question is, how important is it to
  330. 10:43you to experience a satisfying story
  331. 10:45during a campaign? And I expected this
  332. 10:46to be much more evenly spread out. So,
  333. 10:49it's interesting to me to see that
  334. 10:50people really do want a story during a
  335. 10:52campaign. The question, of course, is
  336. 10:54how is that story going to be created?
  337. 10:56But check out some of these correlations
  338. 10:58with people who really like a satisfying
  339. 11:00story during gameplay. They're tend to
  340. 11:03really enjoy having PCs with detailed
  341. 11:05backstories. They're going to like drama
  342. 11:07more than realism a lot. I guess that's
  343. 11:09to be expected. They're going to want
  344. 11:10their PCs to be much more fleshed out
  345. 11:12with lots of personalities, beliefs, and
  346. 11:13motivations. But this one down in the
  347. 11:15corner is maybe the most interesting. It
  348. 11:16shows that people who really like story
  349. 11:18in their campaign are much more likely
  350. 11:20to want it to be intentionally created
  351. 11:23rather than to emerge naturally. Now,
  352. 11:25the majority of people still do want it
  353. 11:27to emerge naturally. We can see over
  354. 11:28here. It's just that as story becomes
  355. 11:31more important, the number of people who
  356. 11:33want it to be intentionally created goes
  357. 11:35up and up. And in the next question, we
  358. 11:37can see that overall people do lean
  359. 11:39towards wanting stories to emerge
  360. 11:41naturally. But there's a significant
  361. 11:42contingent of people who want a lot more
  362. 11:45kind of pre-esigned structure there. And
  363. 11:47once again, we can see some of the
  364. 11:48correlations that we've noticed before
  365. 11:49where the more you want a story to
  366. 11:51emerge naturally, the more you're going
  367. 11:53to disapprove of strict encounter
  368. 11:56balance. You're also going to like
  369. 11:57random generation more. You're going to
  370. 11:58enjoy nonlinear locations more and
  371. 12:01you're going to be less excited about
  372. 12:03the idea of detailed backstories. All
  373. 12:05these things seem to cluster in what you
  374. 12:07might call the OSR play style. At least
  375. 12:09that's how I would think about it. Ooh,
  376. 12:11this one's interesting. How important do
  377. 12:13you think a player's acting skills are
  378. 12:15when roleplaying a character? We've seen
  379. 12:17today a lot of people talking about how,
  380. 12:18you know, these days everyone just wants
  381. 12:20to be an actor, just like live
  382. 12:22role-playing instead of playing the
  383. 12:24game. And from the data that we're
  384. 12:26seeing here, doesn't look like that's
  385. 12:27really the case. The majority of people
  386. 12:29think that it is very unimportant or
  387. 12:31unimportant to have that be really
  388. 12:33focused on. In other words, role
  389. 12:35playinging can be done without acting
  390. 12:37skills. But the people that really do
  391. 12:39like acting and think that is essential
  392. 12:41to role playing a character are going to
  393. 12:43tend to like satisfying stories and
  394. 12:45detailed backgrounds, personalities,
  395. 12:47beliefs, motivations, and all that
  396. 12:49stuff. All these things do seem to
  397. 12:51cluster together towards a different
  398. 12:53style of play. When it comes to linear
  399. 12:55or nonlinear locations, almost everyone
  400. 12:57likes nonlinear stuff. Just having a
  401. 12:59straight path that you have to go down
  402. 13:01is not a lot of fun when you're in any
  403. 13:03kind of adventure location. The people
  404. 13:05who like linearity tend to want more
  405. 13:08restricted campaign worlds that aren't
  406. 13:09quite as open. They tend to want stories
  407. 13:11that are more intentionally structured.
  408. 13:13They tend to approve more of having
  409. 13:15campaign balance, or rather encounter
  410. 13:17balance when you're fighting things. And
  411. 13:18they're more likely to say that the GM
  412. 13:20should be in charge of the party's
  413. 13:21goals. Although even there, the vast
  414. 13:23majority of them still want the players
  415. 13:25to broadly be in charge. Pretty similar
  416. 13:27question for this one. How restricted or
  417. 13:28open should a campaign's world be? And
  418. 13:30we can see that people really like open
  419. 13:32worlds. The thing is that in role
  420. 13:34playing games, the freedom to do things,
  421. 13:36to choose your own adventure, so to
  422. 13:37speak, is one of the main features of
  423. 13:39what makes role playing games role
  424. 13:41playing games. It's what sets them apart
  425. 13:42from basically every other form of
  426. 13:44entertainment. Now, creating an open
  427. 13:46world can be very intimidating for a lot
  428. 13:47of game masters and even for adventure
  429. 13:49writers, but we can see that it is what
  430. 13:51most people want. It's what they expect
  431. 13:53when they're get to embody a character
  432. 13:55and just embark on this adventure in a
  433. 13:57fantasy world. They expect to be able to
  434. 13:59go left or go right, not have their
  435. 14:01choices restricted. Oh, you can only go
  436. 14:03to the king's castle. You can't go to
  437. 14:05that cave. Now, when it comes to
  438. 14:06campaigns that explore thematic
  439. 14:08questions, this was a lot more popular
  440. 14:09than I expected. It's not something that
  441. 14:11I really object to when I'm playing an
  442. 14:13RPG, but it's not something I really
  443. 14:15think about either. And the biggest
  444. 14:17correlations here are to things like
  445. 14:18safety tools, which I guess makes sense,
  446. 14:20especially if you're exploring more uh
  447. 14:22darker themes that could make people
  448. 14:24really uncomfortable, something you want
  449. 14:26to talk about ahead of time. And it
  450. 14:27matches with people who really like
  451. 14:29fleshed out PCs and they want a
  452. 14:31satisfying story. This question asks,
  453. 14:33should a PC's power mostly come from in
  454. 14:35world features like equipment, allies,
  455. 14:36reputation, or from system features like
  456. 14:39stats, hit points, feats, and so forth?
  457. 14:41And people are here definitely leaning
  458. 14:43towards in-world stuff rather than just
  459. 14:45making your numbers go up. This feels
  460. 14:47like a very OSRish question because you
  461. 14:49can see it's closely tied to wanting to
  462. 14:51solve problems uh with infiction problem
  463. 14:54solving uh with wanting uh encounters to
  464. 14:57not be balanced and dislike for
  465. 14:59optimization. Okay. How important is it
  466. 15:01to you for the PCs to become more
  467. 15:03powerful over the course of a campaign?
  468. 15:05And you know, everyone likes that.
  469. 15:06Everyone likes your character to become
  470. 15:08more powerful, even if that could be
  471. 15:09described in different ways, not
  472. 15:10necessarily stats, but just having more
  473. 15:12influence over the world. But the more
  474. 15:14you like your character to become more
  475. 15:15powerful, the more you're likely to want
  476. 15:17to optimize your character, to have
  477. 15:19balanced encounters, and to have a lot
  478. 15:21more control over character creation.
  479. 15:23This feels to me like another game
  480. 15:25design cluster where you have a lot of
  481. 15:28control over who you are, how you act,
  482. 15:30and you want to synergize the game
  483. 15:32mechanics to become more effective. How
  484. 15:34static or reactive should the game world
  485. 15:36be? People like a reactive game world.
  486. 15:38They want to be able to change stuff and
  487. 15:39then see the repercussions of those
  488. 15:41actions. They want to see the ripple
  489. 15:43effects of things spreading out. And
  490. 15:44people who like very reactive worlds
  491. 15:46tend to also want to be able to get
  492. 15:47their hands into it. They want to be
  493. 15:49able to create factions, institutions,
  494. 15:51and businesses. They want to be able to
  495. 15:53lead armies and have these big impacts
  496. 15:55on the setting. Now, this one surprised
  497. 15:57me a lot. Should the PCs mainly overcome
  498. 15:59challenges through mastery and skillful
  499. 16:00use of the rules or through lateral
  500. 16:02thinking and infiction problem solving?
  501. 16:04And in infiction problem solving was way
  502. 16:06more popular than I expected it to be.
  503. 16:08Is this an indication that RPGs are just
  504. 16:11becoming more OSR influenced over time?
  505. 16:13I mean, maybe we can see this connection
  506. 16:15to other OSR principles, like if you
  507. 16:17want more infiction solutions, then
  508. 16:19you're more likely to have the game
  509. 16:20master as the first person that you look
  510. 16:23to when there is a rule dispute. How
  511. 16:25important is it to for your players to
  512. 16:27be familiar with the settings, lore, and
  513. 16:28background? This one's pretty even.
  514. 16:30There's a little bit of a lean towards
  515. 16:31it being more important, but not very
  516. 16:33strongly. I would characterize this
  517. 16:35question as being part of kind of an
  518. 16:37immersive play style where you're really
  519. 16:39embodying the character and you're
  520. 16:40putting yourself into the world. We can
  521. 16:42see that it's associated with wanting
  522. 16:43detailed backstories, with wanting a
  523. 16:45satisfying story, with really immersing
  524. 16:47yourself and putting the PC's beliefs
  525. 16:50ahead of your beliefs or their PC's
  526. 16:53motivations ahead of the players
  527. 16:54motivations. And this one's especially
  528. 16:56interesting if you really think that the
  529. 16:57lore and background are important. Then
  530. 16:59you want all of the players to be
  531. 17:00present at every game session. None of
  532. 17:03this rotating in and out, switching
  533. 17:05characters or anything like that. If
  534. 17:06you're in the party, you're in the party
  535. 17:08and you'd better be there cuz we're all
  536. 17:09in this world together. Now, should the
  537. 17:11campaign focus more on the PCs as
  538. 17:13characters or on the world outside of
  539. 17:15the PCs? Pretty even distribution here.
  540. 17:17From the correlations here, we can see
  541. 17:19that this is really kind of a dividing
  542. 17:20line between how much you want to focus
  543. 17:22on immersing yourself in this character
  544. 17:23and telling their story, and how much
  545. 17:25you want to zoom out, how much you want
  546. 17:27to tell the story of the world and of
  547. 17:30the party. So, there's kind of this zoom
  548. 17:32level. That's the way that I think about
  549. 17:33it when it comes to this question. For
  550. 17:35example, if you want the game to really
  551. 17:36focus on the PCs as characters, then you
  552. 17:38don't want it to focus on equipment and
  553. 17:41encumbrance. That's really interesting.
  554. 17:43You would think that if it really
  555. 17:44focused on them as characters, then all
  556. 17:46these details about them, right? What
  557. 17:48they have in their pockets, you know,
  558. 17:50how much gold they have, their specific
  559. 17:52equipment would be really important to
  560. 17:53you, but I think they feel like it gets
  561. 17:55in the way of telling that character
  562. 17:57story, of immersing yourself in who they
  563. 17:59are. How much authority should players
  564. 18:01have over the game world beyond what
  565. 18:03their PCs can do? Very surprising
  566. 18:05answers here. I expected this to be very
  567. 18:07far to the left here with no authority,
  568. 18:10but there's a substantial number of
  569. 18:11people who think that players should
  570. 18:13have a good amount of authority over the
  571. 18:15game world. They should be kind of
  572. 18:17co-dms to a certain degree. This matches
  573. 18:20very well with other kind of
  574. 18:21storytelling focused play style
  575. 18:23questions where, for example, drama is
  576. 18:25highly prioritized right down here. Um
  577. 18:28things like the uh X card lines and
  578. 18:30veils are prioritized and we have things
  579. 18:32like requiring the player's consent
  580. 18:34before their PC can die. You're much
  581. 18:37more likely to approve of that idea the
  582. 18:39more authority that you want to have
  583. 18:41over the world. Should a PC's actions be
  584. 18:44driven more by the PC's beliefs and
  585. 18:45desires or by what the player wants to
  586. 18:47do. We can see here that we're
  587. 18:48definitely leaning towards the PC's
  588. 18:50beliefs and desires, but there's a
  589. 18:51substantial faction of people who think
  590. 18:53it's really more about the player making
  591. 18:55choices. Speaking for myself, I
  592. 18:57definitely lean more towards the player
  593. 18:58side. I tend to have more fun when I get
  594. 19:01to use my PC more like a pawn and it's
  595. 19:04more like an instrument of my will to do
  596. 19:06things that I think are fun. It's not
  597. 19:08like I don't try to inhabit my
  598. 19:09character. It's not like I don't think
  599. 19:10about their personality. It's just a
  600. 19:12lower priority. And I guess
  601. 19:14unsurprisingly, if you really want to
  602. 19:15prioritize your PC's beliefs and
  603. 19:17desires, you're much more likely to want
  604. 19:19to avoid metagaming and only use
  605. 19:21knowledge that the PC would have. Now,
  606. 19:23if we look at this metagaming question
  607. 19:24by itself, we can see that people
  608. 19:26generally want to avoid metagaming. It's
  609. 19:29actually pretty important to a lot of
  610. 19:30people. Now, I understand the motivation
  611. 19:32for this. It's just something that as a
  612. 19:33player I find kind of frustrating,
  613. 19:35mostly because I like to use my PC a
  614. 19:38little bit more like a pawn than is
  615. 19:40something that I'm inhabiting. If for
  616. 19:41whatever reason I know how dangerous
  617. 19:43this monster is, but maybe my PC
  618. 19:44doesn't, it doesn't feel good that I
  619. 19:46would walk up and attack it anyway, and
  620. 19:48then my character just dies. When I'm
  621. 19:50playing RPGs, I like to feel like I'm
  622. 19:52clever, which means using my wits more
  623. 19:54than the characters. This correlation
  624. 19:56stood out to me where if you are someone
  625. 19:58who does not think that metagaming is a
  626. 20:00big deal, like me, then you're much more
  627. 20:02likely to say that the game master
  628. 20:04should be very generous with their
  629. 20:05information. Whereas that view becomes
  630. 20:07less popular the more that you think
  631. 20:08that you should avoid metagaming. Now,
  632. 20:10how do you feel about PCs with detailed
  633. 20:12backstories? Pretty even spread right
  634. 20:14here. Some people like it, some people
  635. 20:15don't like it, but no big consensus on
  636. 20:17it. And we can see that the more that
  637. 20:19you like it, the more it's going to
  638. 20:20align with the more storydriven
  639. 20:23character immersion side of the hobby.
  640. 20:25However, when it comes to a PC's fleshed
  641. 20:27out personalities, beliefs, and
  642. 20:28motivations, we can see that basically
  643. 20:30everyone likes it. And I think the
  644. 20:32reason for that is that there's really
  645. 20:33no downside to it. Whether you're
  646. 20:35playing a more OSRish or more character
  647. 20:38immersion or even a more uh kind of
  648. 20:40mechanics focused batty type of game,
  649. 20:43then having a detailed character
  650. 20:45motivations, it can only help, right?
  651. 20:47It's never going to really hurt you.
  652. 20:49What should be prioritized more in a
  653. 20:50campaign? Realism or drama. We're
  654. 20:52definitely leaning towards drama right
  655. 20:54here, but with a substantial contingent
  656. 20:56that likes realism. And we can see that
  657. 20:58that realism faction is really kind of
  658. 21:00all about simulation. at least it's
  659. 21:03closely tied to those questions. You're
  660. 21:05going to like uh equipment and
  661. 21:06encumbrance tracking a lot more. You're
  662. 21:08going to want to focus more on the world
  663. 21:10than on the characters. It's going to be
  664. 21:11less important to have a very satisfying
  665. 21:14story. And tracking time is also going
  666. 21:16to be a big deal. How do you feel about
  667. 21:18the use of random or procedural
  668. 21:19generation to determine what happens in
  669. 21:21the game world? Most people like this.
  670. 21:24That's a little unexpected to me. We see
  671. 21:25that random generation is really mostly
  672. 21:29a D&D thing. is not found all that much
  673. 21:32in other RPGs, but it seems to be just a
  674. 21:34very popular system that maybe more GMs
  675. 21:36should use. And this ties in with the
  676. 21:38other questions that are more about
  677. 21:40simulating a world. Like, you're going
  678. 21:42to want to track encumbrance and
  679. 21:43equipment more often. And you're going
  680. 21:44to be more okay with players playing
  681. 21:46different PCs from session to session.
  682. 21:49It's really more about seeing what the
  683. 21:51world does and how the players influence
  684. 21:53it rather than kind of focusing on the
  685. 21:54party's story. Very similar question
  686. 21:56here. How do you feel about random
  687. 21:57generation to create concrete features
  688. 22:00of the game world? So rather than events
  689. 22:02and things that happen, how do you feel
  690. 22:03about like, you know, generating
  691. 22:05dungeons, generating cities, generating
  692. 22:07factions or even PCs? And people seem to
  693. 22:10like that a lot as well. When it comes
  694. 22:11to character creation, people definitely
  695. 22:13like to have substantial control over
  696. 22:15who their character is as opposed to
  697. 22:17what you might see in the OSR where you
  698. 22:19have just randomly generated characters.
  699. 22:20That seems to be actually quite
  700. 22:22unpopular. for optimizing your PC. We
  701. 22:24can see that there's a pretty even
  702. 22:25distribution right here. Some people
  703. 22:27really like it, some people really hated
  704. 22:28it. But this question was slanted much
  705. 22:30more towards approval, which is how do
  706. 22:32you feel about time passing and the
  707. 22:33world changing in between sessions? This
  708. 22:36is very intriguing to me because for me,
  709. 22:37the vast majority of RPGs that I played
  710. 22:39in, when you start your next session,
  711. 22:41they almost always start right after the
  712. 22:44last one left off, like seconds later,
  713. 22:46if you can help it. Having time
  714. 22:47regularly skipping between sessions so
  715. 22:49that you can show how the world is
  716. 22:51evolving is really cool. I think people
  717. 22:52really like it. not sure how popular it
  718. 22:54is in terms of uh actually showing up in
  719. 22:56play. But there's a very interesting
  720. 22:58cluster here where the more that you
  721. 23:00want time to pass in between sessions,
  722. 23:02the more you're going to approve of time
  723. 23:04passing at realtime speeds in between
  724. 23:07sessions, something that was a rule in
  725. 23:08early D&D. The more you're going to
  726. 23:10approve of players playing different PCs
  727. 23:13in between sessions, the more you're
  728. 23:15going to like the game world having
  729. 23:16multiple parties running around and even
  730. 23:19the uh players in the party interacting
  731. 23:21with the GM in between sessions telling
  732. 23:23them things that they're doing. Speaking
  733. 23:25of which, the popularity of doing things
  734. 23:27with the GM in between sessions is
  735. 23:29actually a lot higher than I thought it
  736. 23:31would be. Although, of course, it
  737. 23:33depends on what exactly you mean by
  738. 23:34that. Are you doing like a playby post
  739. 23:36where you're continuing to actually play
  740. 23:37the game or you're telling the DM what
  741. 23:40your downtime activities are? I suspect
  742. 23:42it's mostly downtime stuff because we
  743. 23:44can see here that the more that you want
  744. 23:46to be able to communicate with the GM
  745. 23:48between sessions, then the more you're
  746. 23:49going to want to create and manage
  747. 23:51factions, institutions, and businesses.
  748. 23:53and that's generally more of a downtime
  749. 23:55activity. How do you feel about the game
  750. 23:56world having more than one group of
  751. 23:58players in it at the same time? People
  752. 24:00love the idea. Strongly approve. As with
  753. 24:03the time passing between sessions thing,
  754. 24:05I suspect this is more of a dream that a
  755. 24:07lot of people have. People love the idea
  756. 24:09of these living worlds where you have
  757. 24:11lots of parties doing different stuff
  758. 24:12and you can see the uh ramifications of
  759. 24:15their actions and you can kind of
  760. 24:16interact with them maybe indirectly and
  761. 24:18stuff like that. But my experience is
  762. 24:20that it's pretty unusual to see that
  763. 24:22happen. I'm pretty lucky to be in one
  764. 24:23like that right now, but I feel like
  765. 24:25most people aren't. And people who
  766. 24:27really like this idea also like the idea
  767. 24:29of their PCs retiring to become
  768. 24:31influential NPCs. They like the idea of
  769. 24:33playing different PCs between sessions
  770. 24:35and of course managing factions,
  771. 24:37institutions, and businesses. But what
  772. 24:39about controlling multiple characters at
  773. 24:41the same time? Most people are not super
  774. 24:44thrilled about that. Although there's a
  775. 24:45a good number of people that think that
  776. 24:47would be fun. And if you like this idea,
  777. 24:49it's going to align with other questions
  778. 24:50about living in this breathing, active
  779. 24:53world. How do you feel about players
  780. 24:55playing different PCs from session to
  781. 24:56session? Pretty even distribution right
  782. 24:59here. No strong leaning one way or
  783. 25:01another. But once again, doesn't seem
  784. 25:02like something that happens a whole lot
  785. 25:04in practice. And once again, this aligns
  786. 25:06with that very early D&D play style
  787. 25:09where playing different characters from
  788. 25:10session to session was pretty normal.
  789. 25:12You would have like a stable of PCs and
  790. 25:14one character could be off doing
  791. 25:16research or downtime stuff and then you
  792. 25:17would just pick up another character and
  793. 25:19go with them. How important is it to you
  794. 25:20for all of the players to be present at
  795. 25:22every game session? Most people say it's
  796. 25:24pretty important for me. I found that
  797. 25:25it's just way easier to schedule D&D
  798. 25:28sessions if you aren't super stringent
  799. 25:31about this. If you just have, you know,
  800. 25:33like 60 70% of the players show up,
  801. 25:37that's good enough. You have a quorum
  802. 25:38you can just play. Scheduling is such a
  803. 25:40pain in role playing games if you want
  804. 25:42to have every single person present for
  805. 25:44every session. My issue is that
  806. 25:46oftentimes you just don't get to play at
  807. 25:47all. People seem to really enjoy
  808. 25:49creating and managing factions,
  809. 25:50institutions, and businesses. And the
  810. 25:52more they like that, the more they want
  811. 25:53this kind of zoomed out thing where they
  812. 25:55are having big effects on the setting
  813. 25:57like leading armies and the world
  814. 25:59containing more than one party. In a
  815. 26:01similar way, people really like the idea
  816. 26:02of big armies and having large scale
  817. 26:04effects on the setting. Maybe more games
  818. 26:06should introduce something like that.
  819. 26:07Conflict between PCs is generally
  820. 26:09frowned upon. Although, like I said, the
  821. 26:12more recently you've started D&D, the
  822. 26:14more in favor of that you're going to
  823. 26:16be, although it's never been super
  824. 26:17popular. But it is very interesting the
  825. 26:19way that this groups with other
  826. 26:20questions. For example, we can see that
  827. 26:22conflict can be interpreted in more than
  828. 26:24one way. Like, if you uh really like the
  829. 26:27idea of conflict inside your party,
  830. 26:29you're also more likely to want to
  831. 26:31explore thematic questions. This would
  832. 26:33be the kind of like high drama more
  833. 26:35acting style of RPGs, but you're also
  834. 26:38more likely to want to have armies or
  835. 26:39other large scale effects on the
  836. 26:41setting. So, this could really be more
  837. 26:43of a wargaming interpretation as well
  838. 26:45where you're raising forces and you're
  839. 26:47battling over the world. PCs retiring to
  840. 26:49become influential NPCs is a popular
  841. 26:51idea, although how many PCs actually get
  842. 26:54to that level? Hard to say. Tracking
  843. 26:57equipment and encumbrance is really a
  844. 26:58mixed bag. People seem to lean a little
  845. 27:00bit towards approval, but there's no
  846. 27:02real strong consensus on that one. But
  847. 27:04what is interesting is that the more you
  848. 27:05want to attract equipment and
  849. 27:07encumbrance, the more focused you are on
  850. 27:08the logistical aspect of role playing
  851. 27:11games. For example, tracking time
  852. 27:13becomes much more important the more you
  853. 27:15like encumbrance. You're also more
  854. 27:17likely to approve of realism and not
  855. 27:20asking for a player's consent before the
  856. 27:22PC dies. In terms of tracking short game
  857. 27:24time periods like seconds, rounds, and
  858. 27:26minutes, pretty even distribution. But
  859. 27:28when it comes to tracking long in-game
  860. 27:30time periods like days, weeks, and
  861. 27:31months, people tend to think that's a
  862. 27:33lot more important to do. Although
  863. 27:34again, in my experience, most RPG
  864. 27:37sessions tend to take place over
  865. 27:39compressed time periods where things are
  866. 27:41always happening one after another where
  867. 27:43each session starts right after the
  868. 27:44previous one. So often times by the time
  869. 27:46you get to the end of a campaign, not a
  870. 27:48whole lot of time has really passed.
  871. 27:50When we look at preference between a
  872. 27:52more zoomed out strategic gameplay,
  873. 27:53maybe you could call it like logistical
  874. 27:55gameplay or zoomed-in tactical gameplay,
  875. 27:58we definitely see a tendency towards the
  876. 28:00more the tactical side. And that matches
  877. 28:02what I've seen in most games that I've
  878. 28:05played in. A big part of that is that
  879. 28:06doing the more zoomed out logistical
  880. 28:08side of it tends to require more work
  881. 28:10and it tends to require more subsystems,
  882. 28:13more things, more rules in place that
  883. 28:15you can run, you know, hex crawls and
  884. 28:17tracking time periods and all of that
  885. 28:19stuff. What has more authority, GM
  886. 28:20rulings or game rules? Most people agree
  887. 28:23the GM is the final authority. And
  888. 28:26similarly, if something is unclear
  889. 28:27during gameplay, most people say you
  890. 28:29should go to the GM for a ruling rather
  891. 28:31than having to just look up the rule.
  892. 28:33Maybe you have to go back and look it up
  893. 28:34later, but most people would say the
  894. 28:36most important thing is just to make a
  895. 28:38ruling and move on in the moment. And
  896. 28:40the correlations with this question,
  897. 28:41similar to the previous one, are mostly
  898. 28:43grouped around OSR questions. If you
  899. 28:45agree with most OSR stuff, you'll
  900. 28:47probably agree with this. Should the GM
  901. 28:49intentionally tilt the game towards the
  902. 28:51PC success or towards the PC's failure?
  903. 28:54Almost no one says that the GM should
  904. 28:56make things harder on the players. Uh,
  905. 28:58most people say you're either impartial
  906. 29:00or you're leaning towards the player
  907. 29:02succeeding. I think this correlation
  908. 29:03here was really funny. The very small
  909. 29:05number of people who thought that you
  910. 29:06should tilt it strongly towards PC
  911. 29:08failure also think that that PC death
  912. 29:10should be very frequent in a campaign. I
  913. 29:12thought that was really funny. Although
  914. 29:14the sample size is tiny, most people
  915. 29:16think that the GM should be very
  916. 29:17generous when giving information to the
  917. 29:19players, and I completely agree. Uh,
  918. 29:21RPGs are games about making decisions,
  919. 29:23and you can't make decisions unless you
  920. 29:25know what's going on. So, being very
  921. 29:27stingy with information means that the
  922. 29:28players are just choosing things
  923. 29:30randomly, which is never great. Now, in
  924. 29:32the past, I've seen a lot of advice
  925. 29:34about how you're the game master and if
  926. 29:36you roll the dice and you don't like
  927. 29:37what it says, well, then you can just
  928. 29:39change the results. Um, at least I've
  929. 29:41seen a lot of advice like that. Maybe
  930. 29:42that's changing because we can see here
  931. 29:44that respondents disapprove of that idea
  932. 29:46quite a bit. And the more that they
  933. 29:48disapprove of it, the more that they
  934. 29:49want the story to emerge naturally out
  935. 29:52of gameplay. I think this goes back to
  936. 29:53the idea of the oracular power of dice
  937. 29:56where the dice are kind of a participant
  938. 29:58at the table. You're relying on the dice
  939. 30:00to inject interesting things and
  940. 30:02interesting problems, twists into
  941. 30:04gameplay that you as the game master and
  942. 30:07the players didn't plan. I think part of
  943. 30:09the joy of RPGs is seeing these twists
  944. 30:11emerge and figuring out how to deal with
  945. 30:13them, treating the dice like a respected
  946. 30:15player. If you're tweaking the dice
  947. 30:17rolls whenever you don't like them, then
  948. 30:18you're kind of removing that aspect from
  949. 30:20play. And I think that's oftenimes a
  950. 30:22mistake. How frequent should PC death be
  951. 30:25in a campaign? This was a topic that
  952. 30:26came up quite recently on my channel.
  953. 30:28And we can see here that most people
  954. 30:30don't like it to be too frequent. And I
  955. 30:32would agree with that. Even as someone
  956. 30:33who is a, you know, OSR player, being in
  957. 30:35a murder funnel like Dungeon Crawl
  958. 30:37Classics, where you have a bunch of
  959. 30:38characters and they're all going to die,
  960. 30:40that can be kind of fun for a oneshot,
  961. 30:41but it's really not that fun for a
  962. 30:43long-term campaign. Even in games where
  963. 30:46characters are much weaker and they have
  964. 30:47lower hit points, most players just
  965. 30:50start playing more carefully and they
  966. 30:51protect their characters more and so the
  967. 30:53death rate then balances itself out
  968. 30:55again. But we can see here that the more
  969. 30:57you want PC death to be infrequent, the
  970. 30:59less death you want in a campaign, the
  971. 31:01more likely you're going to disapprove
  972. 31:02of equipment and encumbrance. And the
  973. 31:04more important it is for you to
  974. 31:06experience a satisfying story. So this
  975. 31:08might be part of a style where your
  976. 31:10characters are just expected to live
  977. 31:11through the whole campaign and tell a
  978. 31:13complete narrative. And that's going to
  979. 31:14be hard to happen if they just die in
  980. 31:16the middle of it. Ooh, this one is
  981. 31:18interesting. How do you feel about the
  982. 31:19GM requiring a player's consent before
  983. 31:21their PC can die? We can see that most
  984. 31:23people disapprove, even strongly
  985. 31:25disapprove of that idea, but it's not
  986. 31:27universal. There is a real group of
  987. 31:28people who think that that should be
  988. 31:30done at least to a certain degree. And
  989. 31:32the people who are more likely to
  990. 31:33approve of getting uh player consent
  991. 31:35before their PC dies are much more
  992. 31:37likely to want to have authority over
  993. 31:39the game world as players. In other
  994. 31:41words, this is much more of a
  995. 31:42collaborative storytelling style of
  996. 31:44play. And we've seen before that it's
  997. 31:46connected with wanting more thematic
  998. 31:48play as well. How important is it for a
  999. 31:49PC's death to be the fault of the player
  1000. 31:51rather than just like a random
  1001. 31:53occurrence that comes out of nowhere?
  1002. 31:54Uh, most people think that it's
  1003. 31:55important. I agree. How do you feel
  1004. 31:57about challenges being balanced against
  1005. 31:59the PC's stats? Pretty mixed bag here.
  1006. 32:02But the more that you like the idea of
  1007. 32:03encounter balance, the more likely you
  1008. 32:05are to approve of the idea of the story
  1009. 32:08being intentionally created, the more
  1010. 32:10that you're going to want character
  1011. 32:11death to be very infrequent, and the
  1012. 32:14more that you're going to want character
  1013. 32:15power to come from system features like
  1014. 32:18feats and hit points and stats. I would
  1015. 32:21characterize this as being very much
  1016. 32:22part of the uh D&D combat as sport
  1017. 32:25aspect of role playing games where it's
  1018. 32:27all about creating this fair or at least
  1019. 32:29highly structured series of challenges
  1020. 32:32which aren't exactly fair because you're
  1021. 32:34really supposed to win them but you're
  1022. 32:35supposed to be challenged while doing so
  1023. 32:37and that comes from manipulating the
  1024. 32:39system. Now, for campaigns that are
  1025. 32:40intended to run indefinitely, we have a
  1026. 32:42pretty even distribution right here. And
  1027. 32:44this is definitely tied to the play
  1028. 32:46style where people want to have this
  1029. 32:48living open world, which makes sense
  1030. 32:49because if you have this living world
  1031. 32:51that you get to live in, you want to do
  1032. 32:53that for as long as possible. So, you
  1033. 32:54want this world to just continue on into
  1034. 32:56the future. Now, for formal procedures
  1035. 32:58for managing player comfort during the
  1036. 33:00game, tools like the X card, we can see
  1037. 33:02that people lean towards approval for
  1038. 33:04it. But if we look at the question about
  1039. 33:06procedures for deciding content and
  1040. 33:07behaviors at the start of a campaign,
  1041. 33:09then we see that there's actually
  1042. 33:10slightly more approval for that. In
  1043. 33:12other words, people seem to be slightly
  1044. 33:14more comfortable with the idea of just
  1045. 33:16setting good ground rules at the
  1046. 33:17beginning so everyone knows what's
  1047. 33:19expected than making rules or procedures
  1048. 33:21that they feel might interrupt play.
  1049. 33:23In-game time passing at realworld speeds
  1050. 33:26is generally disapproved of. I think a
  1051. 33:28lot of people are just confused by that
  1052. 33:30idea, even though it is the default in
  1053. 33:32like original Dn D.
  1054. 33:36So, those are all the questions that I
  1055. 33:38asked, but is there a way to take all of
  1056. 33:40the respondents and find general groups
  1057. 33:44that they fit into? Now, there's no way
  1058. 33:46to do this perfectly cleanly. Of course,
  1059. 33:48there it would be very weird if there's
  1060. 33:49groups of people that all answered
  1061. 33:50exactly the same. There's a lot of
  1062. 33:52crossover between any amount of groups
  1063. 33:54that you're going to put together. But,
  1064. 33:56you certainly can run programs that will
  1065. 33:58look at all of this data on the
  1066. 33:59spreadsheet and try and find patterns.
  1067. 34:02patterns that are at least somewhat
  1068. 34:03consistent. And there is a number of
  1069. 34:06different ways that these things can be
  1070. 34:07categorized. I discovered that if you
  1071. 34:09have just two categories, then you have
  1072. 34:11the most clean distinctions. It's most
  1073. 34:14justifiable to create two general
  1074. 34:16categories. And if you do three
  1075. 34:18categories, it's a little bit less
  1076. 34:20justifiable because there's more
  1077. 34:22crossover between them. But I think it's
  1078. 34:23still okay. By the time you get to four
  1079. 34:25or five categories, it just becomes a
  1080. 34:28lot harder to make clear distinctions
  1081. 34:30between these groups. There's just more
  1082. 34:31and more crossover. But let's look at
  1083. 34:33all the different ways that this could
  1084. 34:34be broken down. And keep in mind, these
  1085. 34:36are not definitive by any stretch of the
  1086. 34:38imagination. How you break the groups
  1087. 34:40down is going to depend a lot on, you
  1088. 34:42know, what categories you pick. It's
  1089. 34:44going to depend a lot on the criteria
  1090. 34:45that you use. There's more than one way
  1091. 34:47to break down this data. All right. So,
  1092. 34:50if you wanted to break it down into just
  1093. 34:51two broad categories, those would be
  1094. 34:54character and story emphasis versus
  1095. 34:56emergent worlds and logistics. with
  1096. 34:59emergent worlds being about 40% of the
  1097. 35:02people. And if we look at the bright red
  1098. 35:03and bright blue things, we can see the
  1099. 35:05things that are most distinctive about
  1100. 35:07these two categories. People in the
  1101. 35:09first category are much more likely to
  1102. 35:10want satisfying stories, but want them
  1103. 35:12to be not as emergent and want them to
  1104. 35:14be more planned. They want to focus on
  1105. 35:16the PCs more than the world. They love
  1106. 35:18detailed backstories. Uh they hate
  1107. 35:21random events. They don't like changing
  1108. 35:23your PCs around. They're really against
  1109. 35:25equipment and encumbrance. and they want
  1110. 35:28balanced challenges whereas the emergent
  1111. 35:30world side tends to want the opposite of
  1112. 35:32all those things. I think breaking it
  1113. 35:34into three categories though is better
  1114. 35:35because we can see more of the
  1115. 35:37distinctions between these groups. We
  1116. 35:39still have emergent worlds and logistics
  1117. 35:40but the first category is now broken
  1118. 35:42into character focused fixed party play
  1119. 35:45versus thematic participatory play. And
  1120. 35:48we can see some distinctions here where
  1121. 35:50the first category is much more down on
  1122. 35:53emergent story whereas the thematic play
  1123. 35:55is fine with emergent story. Thematic
  1124. 35:58play is of course much bigger on
  1125. 35:59thematic questions. And this is a big
  1126. 36:01one. They have a much bigger emphasis on
  1127. 36:03player world authority. So I would think
  1128. 36:05of this style as being much more
  1129. 36:07collaborative in terms of the
  1130. 36:08storytelling. Whereas this first
  1131. 36:10category, the character focused fixed
  1132. 36:12party play is much bigger on balanced
  1133. 36:14challenges and on actually competing and
  1134. 36:17going through a story that is more
  1135. 36:18planned out. In other words, this first
  1136. 36:20category, you have your party, you're
  1137. 36:22all showing up to every session. The
  1138. 36:24story is mostly planned out for you.
  1139. 36:26You're going through the story. You are
  1140. 36:27participating in the challenges. You're
  1141. 36:29overcoming them and you're sticking to
  1142. 36:31that adventure that's kind of been
  1143. 36:33created for you and you're immersing
  1144. 36:34yourself in that. Whereas the second
  1145. 36:36category is more about creating a story
  1146. 36:38together, often with sharing authority
  1147. 36:41between the GM and the players. It deals
  1148. 36:43with more intense themes and therefore
  1149. 36:45is also more likely to have these kinds
  1150. 36:47of mechanics like the X card or lines
  1151. 36:48and veils. Meanwhile, Emergent Worlds
  1152. 36:50and Logistics is all about there's a
  1153. 36:52world, it's here, you just got to deal
  1154. 36:55with it. Is there a story? Well, maybe
  1155. 36:56the story will be created by what we do,
  1156. 36:59but that's not what we're focusing on
  1157. 37:00doing. We're here to see what happens in
  1158. 37:02this world. We're not too concerned with
  1159. 37:05detailed backstories for your character.
  1160. 37:07Playing the game is what creates the
  1161. 37:09backstory for your character, if any. We
  1162. 37:11like randomly generating a world and
  1163. 37:13simulating a world with mechanics. We
  1164. 37:15are like uh equipment and incumbrance.
  1165. 37:17We like the logistical aspect where we
  1166. 37:19have to think about how we're moving
  1167. 37:20through the world. Tracking time both
  1168. 37:22short-term and long-term is really
  1169. 37:23important. And we do not really care
  1170. 37:26about balanced challenges. The
  1171. 37:28challenges should be more realistic or
  1172. 37:30procedurally generated. And then it's up
  1173. 37:32to the players to figure out how they
  1174. 37:34want to deal with that. Now, if you want
  1175. 37:35to break it down into four categories,
  1176. 37:37you could possibly add this one, which
  1177. 37:39is just reservation towards campaign
  1178. 37:41extensions. These are just a category
  1179. 37:43that doesn't like adding a bunch of new
  1180. 37:46stuff to D&D or to role playing games.
  1181. 37:48So, it doesn't like thematic questions.
  1182. 37:50It doesn't like managing factions or
  1183. 37:52having armies or large scale events. It
  1184. 37:54feels a lot less like a coherent play
  1185. 37:56style because it's really about just not
  1186. 37:58liking certain things being added. And
  1187. 38:00if you wanted to create five categories,
  1188. 38:02you might add character immersion and
  1189. 38:03world involvement, where this is just
  1190. 38:05about immersing yourself in your
  1191. 38:07character and being in the world. The
  1192. 38:09biggest deal for this category would
  1193. 38:11just be avoiding metagaming, having a
  1194. 38:13detailed, rich backstory, having a
  1195. 38:15fleshed out personality. You want to
  1196. 38:17manage factions, you want to lead
  1197. 38:18armies. That's totally cool. It's all
  1198. 38:20about just being in character. We can
  1199. 38:22see from this breakdown here that it is
  1200. 38:24most justifiable I would say to have the
  1201. 38:26two profiles because you can separate
  1202. 38:28them the most cleanly and then three and
  1203. 38:30then four and five are the least clean.
  1204. 38:33The separation between groups is just
  1205. 38:35stronger when you have two profiles than
  1206. 38:37when you have three or more. However, if
  1207. 38:39you want to analyze the data and try and
  1208. 38:40find play styles in there yourself, you
  1209. 38:42are welcome to do that. I'm going to put
  1210. 38:44all of the data in a spreadsheet, at
  1211. 38:46least as regards all of the uh play
  1212. 38:48style questions, and that's going to be
  1213. 38:49over on my blog or I'll put a link to it
  1214. 38:51down below where you can download it and
  1215. 38:53look at it yourself. If you've stuck
  1216. 38:55with me all the way to the end, thank
  1217. 38:56you very much. Hopefully, you found this
  1218. 38:58interesting and informative. I love
  1219. 39:00studying just play styles. I love
  1220. 39:02studying the way that people play role
  1221. 39:04playing games, and it's a lot more
  1222. 39:06diverse than I expected. No matter how
  1223. 39:08you want to group people, you're going
  1224. 39:09to find a lot of blurring and crossover
  1225. 39:12between those groups. But having at
  1226. 39:14least maybe a rough model of how
  1227. 39:16different play styles break down, I
  1228. 39:17think is really helpful in terms of just
  1229. 39:19contextualizing and understanding the
  1230. 39:21way that this hobby looks. So often you
  1231. 39:24talk to people online and when you
  1232. 39:25discuss role playing games, it's like
  1233. 39:27they're talking a totally different
  1234. 39:28language cuz their assumptions about
  1235. 39:30what the game is for and even what fun
  1236. 39:32is can be radically different. Let me
  1237. 39:34know in the comments below if there was
  1238. 39:35something in the data that really stood
  1239. 39:37out to you or surprised you. And thanks
  1240. 39:39for watching. I'll see you guys next
  1241. 39:40time.

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