Modern DnD gameplay has changed — Transcript
Full transcript
- 0:00Welcome back to Questing Beast. I'm Ben.
- 0:01Over the last several weeks, I've been
- 0:02collecting over 6,000 survey responses,
- 0:05looking at something that I think is
- 0:07rather underststudied in role playing
- 0:09games, and that is the play style. The
- 0:11way that people choose to play these
- 0:13types of games. In fact, I think this
- 0:15may be the most detailed and
- 0:16comprehensive look at this subject ever
- 0:19done. Today, we're going to investigate
- 0:21what I found, including some pretty
- 0:22interesting revelations about the
- 0:24current state of RPGs. We'll be
- 0:26examining how RPG play styles have
- 0:28shifted over the generations, how being
- 0:30a game master changes your perspective,
- 0:32and look at some tentative ways that we
- 0:34can group the different people who
- 0:36responded to this survey. This will
- 0:38probably be a long video because we're
- 0:40going to go through all of this data in
- 0:42detail, including looking at the
- 0:43ramifications of what some of those
- 0:45answers mean, at least in my opinion,
- 0:47and how some of them relate or correlate
- 0:50to other answers. This is the first big
- 0:52survey that I've attempted to do. So,
- 0:54there's certainly some things that I
- 0:55could improve about it, both in terms of
- 0:57how it's focused and the wording and so
- 0:58forth. And a big shout out to all the
- 1:00people who provided feedback. I'm going
- 1:02to take that into consideration if I do
- 1:03a follow-up to this in the future. But I
- 1:06think overall, the the sheer amount of
- 1:07data that has been collected here should
- 1:09be really interesting and really useful
- 1:10to anyone who finds this topic
- 1:12fascinating.
- 1:16First of all, let's take a look at who
- 1:18was answering this survey. This is
- 1:19something you always have to keep in
- 1:20mind. The answers that you're going to
- 1:22get here are going to be dependent on
- 1:23the people who are actually responding
- 1:25to it. In an ideal world, I'd find a way
- 1:27to survey everyone in the world who is
- 1:29playing role playing games and do a
- 1:31randomized sample of all of them. But
- 1:33that's impossible. There's no way for me
- 1:34to reach all of those people. I can only
- 1:36survey the people that I can contact.
- 1:38And that means the survey is going to be
- 1:39slanted by a number of different
- 1:41factors. First and foremost is that
- 1:43probably most of the respondents are
- 1:44people who are subscribers to my
- 1:46channel, which does focus on old school
- 1:48role playing games. Now, I'm very
- 1:49grateful to people like Bob Worldbuilder
- 1:51and Doy from Mystic Arts who helped
- 1:53share this survey to their audiences,
- 1:55but I think we have to assume as a
- 1:57starting point that most of the people
- 1:59are probably from Questing Beast. You
- 2:01also have to keep in mind that the
- 2:02people responding to this are going to
- 2:04be filtered by a number of other
- 2:05factors. Like, they're going to be much
- 2:06more likely to be on YouTube a lot.
- 2:08They're more likely to be very
- 2:09interested in RPG theory, and they're
- 2:11even more likely to be game masters. So,
- 2:13first of all, the people answering this
- 2:15survey are primarily millennials. At
- 2:17least that's the most common answer for
- 2:19when they were born. We can see that Gen
- 2:21X has a pretty substantial number of
- 2:22people here. We all know that during the
- 2:24satanic panic in the8s there was a big
- 2:26boom in Dn D and Gen Z has a pretty
- 2:29respectable following. Almost no one
- 2:30from the Silent Generation or Gen Alpha
- 2:33showed up, but I am sure they are
- 2:34coming. In terms of gender, it is
- 2:36overwhelmingly male. This is not too
- 2:38surprising to me because this reflects
- 2:40my channel's demographics pretty
- 2:42closely. And from talking to other male
- 2:44YouTubers, they see this a lot, too. I I
- 2:46think I've heard anecdotally that female
- 2:48YouTubers tend to have more female
- 2:50audiences, but it's going to be slanted
- 2:52male just because from what I
- 2:54understand, YouTube is more male than
- 2:56female. The political orientation of
- 2:58respondents was also very skewed. It was
- 3:00vastly more left-wing than it is
- 3:02right-wing. And honestly, I don't really
- 3:04know why. Is this a D&D thing? Is it a
- 3:07hobby thing? Is it just an online thing?
- 3:10I don't know. When it comes to where
- 3:12these respondents were located, vast
- 3:14majority of them, 53% were in the United
- 3:16States. And we see a pretty good showing
- 3:18from Canada, from Brazil, and from
- 3:20places like Germany and the UK. But
- 3:23after I saw that world map, a really
- 3:24interesting question occurred to me.
- 3:26Which countries was it more likely for a
- 3:28role- playinging gamer to show up if you
- 3:30just picked a random person? Which has
- 3:32the highest density of RPG players? Can
- 3:35you guess what it is? Now, we can see
- 3:36that while the United States and Canada
- 3:38and Australia have a very good density
- 3:40of RPG players, the place with the most
- 3:42players per capita, at least by the data
- 3:44that I have here, is actually Finland.
- 3:47Great job, Fins. In fact, the whole
- 3:49Scandinavia region has a very high
- 3:51density of players generally, which is
- 3:53not too surprising. They have a
- 3:54reputation for that, I guess. Now, if we
- 3:56zoom into the United States, we can see
- 3:57that most of the respondents were from
- 4:00California or from Texas or from
- 4:02Florida. Not too surprising. there's a
- 4:04lot of people living there. But again,
- 4:06if you want to know where the highest
- 4:08density of players is, where you're most
- 4:10likely to meet an RPG player, the answer
- 4:12to that is Oregon and the Pacific
- 4:15Northwest. And as someone who grew up in
- 4:17Portland, that makes a lot of sense to
- 4:18me. I recently went back to visit and
- 4:21there are a lot of RPG stores, not just
- 4:24game stores, but like RPG focused stores
- 4:26in that city. Maybe it's all the rain.
- 4:28People play just a lot of tabletop stuff
- 4:30there. But other great places to live
- 4:32would include uh Idaho or Utah, Kansas
- 4:35where I am. Again, that makes sense.
- 4:36Lots of game stores here, as well as
- 4:38Maine and Vermont and Washington DC.
- 4:40When it comes to ethnic or cultural
- 4:42background, we have almost 90% European
- 4:45descent, followed by Latin American and
- 4:47then multi-racial and then Native
- 4:49American, which I did not expect at all.
- 4:51Now, the period when you first started
- 4:52playing an RPG is very cool to look at.
- 4:55We can see there's this big bump here in
- 4:571980 through 84 and then this other huge
- 5:00bump starting in around 2010 and then
- 5:03right through 2019 this massive increase
- 5:06and then it goes down a bit after that.
- 5:08Looking at GMs versus non-GMs,
- 5:10respondents are pretty overwhelmingly
- 5:12game masters. If you combine the very
- 5:14likely and always being a game master
- 5:17categories, it's over 50%. And the fact
- 5:19that so many of them are game masters
- 5:21probably has bearing on this question
- 5:22too, which is the frequency of actually
- 5:24playing RPGs. You can see the vast
- 5:26majority of people play either multiple
- 5:27times a month, once per week, or even
- 5:30multiple times per week. These are
- 5:31people with a lot of experience in role
- 5:33playing games. All right, next up, let's
- 5:35look at one of the most interesting
- 5:36questions that I found in this survey,
- 5:38which is, does the year that you started
- 5:40playing role playing games affect the
- 5:42style of play that you most enjoy now?
- 5:45Is there really a kind of cultural
- 5:47divide between the old Grognards and the
- 5:49newer players of the game? We're going
- 5:51to find out right after a quick shout
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- 6:26right now using the link down in the
- 6:28description below. Okay, how does
- 6:31starting year relate to your RPG play
- 6:33style? So, we have four different graphs
- 6:35here. These are the four questions that
- 6:37we'll look at later on that were most
- 6:39affected by the year that someone
- 6:41started playing RPGs. And some of these
- 6:44were pretty unexpected to me. For
- 6:45example, this one, how do you feel about
- 6:47conflict between PCs in the same party?
- 6:50We can see that people who started much
- 6:52further back had a much lower opinion of
- 6:55interparty conflict than people playing
- 6:58today or who just started playing today.
- 7:00The expectation I had was that people in
- 7:02the past would be more comfortable with
- 7:03this and less comfortable now. But the
- 7:05reverse seems to be true. From this
- 7:08data, it appears that people playing in
- 7:10early Dn D had a much stronger focus on
- 7:12party cohesion and cooperation. Whereas,
- 7:15I would guess what's going on in more
- 7:17modern games that people are much more
- 7:18comfortable with conflict in a dramatic
- 7:21sense between the players. My impression
- 7:23is that modern games have more of a
- 7:25focus on storytelling and character
- 7:27development, and that's going to involve
- 7:29characters getting into conflict. Some
- 7:31of the other big changes over the years
- 7:32is also how do you feel about campaigns
- 7:34that explore thematic questions? Less
- 7:37popular in the past, more popular now. A
- 7:39thematic question would be something
- 7:40like how far would you go for revenge
- 7:43and things like that, the kinds of
- 7:44themes you would see in a novel or a
- 7:45movie. Having formal procedures for
- 7:47deciding content and behavior boundaries
- 7:49at the start of a campaign, like safety
- 7:51tools like lines and veils, much more
- 7:53popular today than in the past. Not too
- 7:55surprising. It was invented more
- 7:56recently. And how do you feel about PCs
- 7:58with more fleshed out personalities,
- 8:00beliefs, and motivations? That has also
- 8:02gone up over time, although not super
- 8:04strongly. However, it also turns out
- 8:06that your play style could be affected
- 8:07by your likelihood of being a GM. For
- 8:10example, in this one right here, we can
- 8:11see that people who are never GMs, so
- 8:13always players, are going to like a lot
- 8:15more the idea of balanced encounters.
- 8:18And as you become a GM, you become less
- 8:20and less a fan of that. Players also
- 8:22like much more detailed backstories than
- 8:24game masters do. Players are more likely
- 8:26to prefer a campaign with a
- 8:28intentionally created story than one
- 8:31that is emerging naturally from
- 8:33gameplay. But this fourth one was most
- 8:35surprising to me. Players are less
- 8:37enthusiastic about GMs being super
- 8:40generous with information. I would have
- 8:42thought this would be the opposite. As a
- 8:43player, I get really frustrated when the
- 8:45game master is holding back information,
- 8:48especially stuff that I feel like I
- 8:49would probably know or I could discover
- 8:51very easily. But it could be that
- 8:52there's just more players than I
- 8:54expected out there who like struggling
- 8:56to get that information.
- 9:00All right, next we're going to look at
- 9:01the results for all of the different
- 9:02play style questions that I asked along
- 9:04with interesting correlations to those
- 9:07questions. In other words, which play
- 9:09style questions tend to group together
- 9:11and which tend to separate strongly.
- 9:13Now, there's a lot of data here, but
- 9:15hopefully you'll stick with it because
- 9:16it is very interesting. And by the time
- 9:18we get to the end, I'll look at ways
- 9:19that we can tenatively group different
- 9:22groups of respondents into separate
- 9:24categories. All right, who should get to
- 9:26decide what the party's overall goals
- 9:27are in a given session? The players or
- 9:29the game master? We can see that it is
- 9:31much more popular for players to be in
- 9:33charge of a session than just letting
- 9:35the GM take care of it. In other words,
- 9:36a GM just telling you what you're doing
- 9:38every session is extremely unpopular.
- 9:41And people who want the players to be in
- 9:42charge are much more likely to want the
- 9:44story to emerge naturally from gameplay.
- 9:46They're much more likely to want an open
- 9:48campaign world. They want locations to
- 9:51be nonlinear, and they're much more
- 9:52likely to disapprove of having strict uh
- 9:55balance in all of the challenges that
- 9:57you undergo. The next question is,
- 9:58should the features of the game world be
- 10:00determined by the game master in the
- 10:01moment or determined ahead of time?
- 10:03Basically, to what extent is the GM just
- 10:06improving the whole campaign setting?
- 10:08and improving the whole campaign setting
- 10:09is really just not popular. People want
- 10:11at least the bare bones of stuff
- 10:13sketched out before you start a
- 10:15campaign. Now, should the events that
- 10:16happen in the game world, as opposed to
- 10:18just the actual physical features,
- 10:19should those be determined in the moment
- 10:21or ahead of time? Now, as far as the
- 10:23events in a game go, players tend to
- 10:25want things to be determined in the
- 10:27moment more than they want it to be
- 10:29planned ahead of time. I think just
- 10:30because planning ahead of time what's
- 10:32going to happen feels a lot more like
- 10:33railroading. And we can see over here
- 10:35that people who really want things to
- 10:36happen in the moment are much more
- 10:38likely to say that they want the story
- 10:39to emerge naturally from gameplay. Now,
- 10:41this question is, how important is it to
- 10:43you to experience a satisfying story
- 10:45during a campaign? And I expected this
- 10:46to be much more evenly spread out. So,
- 10:49it's interesting to me to see that
- 10:50people really do want a story during a
- 10:52campaign. The question, of course, is
- 10:54how is that story going to be created?
- 10:56But check out some of these correlations
- 10:58with people who really like a satisfying
- 11:00story during gameplay. They're tend to
- 11:03really enjoy having PCs with detailed
- 11:05backstories. They're going to like drama
- 11:07more than realism a lot. I guess that's
- 11:09to be expected. They're going to want
- 11:10their PCs to be much more fleshed out
- 11:12with lots of personalities, beliefs, and
- 11:13motivations. But this one down in the
- 11:15corner is maybe the most interesting. It
- 11:16shows that people who really like story
- 11:18in their campaign are much more likely
- 11:20to want it to be intentionally created
- 11:23rather than to emerge naturally. Now,
- 11:25the majority of people still do want it
- 11:27to emerge naturally. We can see over
- 11:28here. It's just that as story becomes
- 11:31more important, the number of people who
- 11:33want it to be intentionally created goes
- 11:35up and up. And in the next question, we
- 11:37can see that overall people do lean
- 11:39towards wanting stories to emerge
- 11:41naturally. But there's a significant
- 11:42contingent of people who want a lot more
- 11:45kind of pre-esigned structure there. And
- 11:47once again, we can see some of the
- 11:48correlations that we've noticed before
- 11:49where the more you want a story to
- 11:51emerge naturally, the more you're going
- 11:53to disapprove of strict encounter
- 11:56balance. You're also going to like
- 11:57random generation more. You're going to
- 11:58enjoy nonlinear locations more and
- 12:01you're going to be less excited about
- 12:03the idea of detailed backstories. All
- 12:05these things seem to cluster in what you
- 12:07might call the OSR play style. At least
- 12:09that's how I would think about it. Ooh,
- 12:11this one's interesting. How important do
- 12:13you think a player's acting skills are
- 12:15when roleplaying a character? We've seen
- 12:17today a lot of people talking about how,
- 12:18you know, these days everyone just wants
- 12:20to be an actor, just like live
- 12:22role-playing instead of playing the
- 12:24game. And from the data that we're
- 12:26seeing here, doesn't look like that's
- 12:27really the case. The majority of people
- 12:29think that it is very unimportant or
- 12:31unimportant to have that be really
- 12:33focused on. In other words, role
- 12:35playinging can be done without acting
- 12:37skills. But the people that really do
- 12:39like acting and think that is essential
- 12:41to role playing a character are going to
- 12:43tend to like satisfying stories and
- 12:45detailed backgrounds, personalities,
- 12:47beliefs, motivations, and all that
- 12:49stuff. All these things do seem to
- 12:51cluster together towards a different
- 12:53style of play. When it comes to linear
- 12:55or nonlinear locations, almost everyone
- 12:57likes nonlinear stuff. Just having a
- 12:59straight path that you have to go down
- 13:01is not a lot of fun when you're in any
- 13:03kind of adventure location. The people
- 13:05who like linearity tend to want more
- 13:08restricted campaign worlds that aren't
- 13:09quite as open. They tend to want stories
- 13:11that are more intentionally structured.
- 13:13They tend to approve more of having
- 13:15campaign balance, or rather encounter
- 13:17balance when you're fighting things. And
- 13:18they're more likely to say that the GM
- 13:20should be in charge of the party's
- 13:21goals. Although even there, the vast
- 13:23majority of them still want the players
- 13:25to broadly be in charge. Pretty similar
- 13:27question for this one. How restricted or
- 13:28open should a campaign's world be? And
- 13:30we can see that people really like open
- 13:32worlds. The thing is that in role
- 13:34playing games, the freedom to do things,
- 13:36to choose your own adventure, so to
- 13:37speak, is one of the main features of
- 13:39what makes role playing games role
- 13:41playing games. It's what sets them apart
- 13:42from basically every other form of
- 13:44entertainment. Now, creating an open
- 13:46world can be very intimidating for a lot
- 13:47of game masters and even for adventure
- 13:49writers, but we can see that it is what
- 13:51most people want. It's what they expect
- 13:53when they're get to embody a character
- 13:55and just embark on this adventure in a
- 13:57fantasy world. They expect to be able to
- 13:59go left or go right, not have their
- 14:01choices restricted. Oh, you can only go
- 14:03to the king's castle. You can't go to
- 14:05that cave. Now, when it comes to
- 14:06campaigns that explore thematic
- 14:08questions, this was a lot more popular
- 14:09than I expected. It's not something that
- 14:11I really object to when I'm playing an
- 14:13RPG, but it's not something I really
- 14:15think about either. And the biggest
- 14:17correlations here are to things like
- 14:18safety tools, which I guess makes sense,
- 14:20especially if you're exploring more uh
- 14:22darker themes that could make people
- 14:24really uncomfortable, something you want
- 14:26to talk about ahead of time. And it
- 14:27matches with people who really like
- 14:29fleshed out PCs and they want a
- 14:31satisfying story. This question asks,
- 14:33should a PC's power mostly come from in
- 14:35world features like equipment, allies,
- 14:36reputation, or from system features like
- 14:39stats, hit points, feats, and so forth?
- 14:41And people are here definitely leaning
- 14:43towards in-world stuff rather than just
- 14:45making your numbers go up. This feels
- 14:47like a very OSRish question because you
- 14:49can see it's closely tied to wanting to
- 14:51solve problems uh with infiction problem
- 14:54solving uh with wanting uh encounters to
- 14:57not be balanced and dislike for
- 14:59optimization. Okay. How important is it
- 15:01to you for the PCs to become more
- 15:03powerful over the course of a campaign?
- 15:05And you know, everyone likes that.
- 15:06Everyone likes your character to become
- 15:08more powerful, even if that could be
- 15:09described in different ways, not
- 15:10necessarily stats, but just having more
- 15:12influence over the world. But the more
- 15:14you like your character to become more
- 15:15powerful, the more you're likely to want
- 15:17to optimize your character, to have
- 15:19balanced encounters, and to have a lot
- 15:21more control over character creation.
- 15:23This feels to me like another game
- 15:25design cluster where you have a lot of
- 15:28control over who you are, how you act,
- 15:30and you want to synergize the game
- 15:32mechanics to become more effective. How
- 15:34static or reactive should the game world
- 15:36be? People like a reactive game world.
- 15:38They want to be able to change stuff and
- 15:39then see the repercussions of those
- 15:41actions. They want to see the ripple
- 15:43effects of things spreading out. And
- 15:44people who like very reactive worlds
- 15:46tend to also want to be able to get
- 15:47their hands into it. They want to be
- 15:49able to create factions, institutions,
- 15:51and businesses. They want to be able to
- 15:53lead armies and have these big impacts
- 15:55on the setting. Now, this one surprised
- 15:57me a lot. Should the PCs mainly overcome
- 15:59challenges through mastery and skillful
- 16:00use of the rules or through lateral
- 16:02thinking and infiction problem solving?
- 16:04And in infiction problem solving was way
- 16:06more popular than I expected it to be.
- 16:08Is this an indication that RPGs are just
- 16:11becoming more OSR influenced over time?
- 16:13I mean, maybe we can see this connection
- 16:15to other OSR principles, like if you
- 16:17want more infiction solutions, then
- 16:19you're more likely to have the game
- 16:20master as the first person that you look
- 16:23to when there is a rule dispute. How
- 16:25important is it to for your players to
- 16:27be familiar with the settings, lore, and
- 16:28background? This one's pretty even.
- 16:30There's a little bit of a lean towards
- 16:31it being more important, but not very
- 16:33strongly. I would characterize this
- 16:35question as being part of kind of an
- 16:37immersive play style where you're really
- 16:39embodying the character and you're
- 16:40putting yourself into the world. We can
- 16:42see that it's associated with wanting
- 16:43detailed backstories, with wanting a
- 16:45satisfying story, with really immersing
- 16:47yourself and putting the PC's beliefs
- 16:50ahead of your beliefs or their PC's
- 16:53motivations ahead of the players
- 16:54motivations. And this one's especially
- 16:56interesting if you really think that the
- 16:57lore and background are important. Then
- 16:59you want all of the players to be
- 17:00present at every game session. None of
- 17:03this rotating in and out, switching
- 17:05characters or anything like that. If
- 17:06you're in the party, you're in the party
- 17:08and you'd better be there cuz we're all
- 17:09in this world together. Now, should the
- 17:11campaign focus more on the PCs as
- 17:13characters or on the world outside of
- 17:15the PCs? Pretty even distribution here.
- 17:17From the correlations here, we can see
- 17:19that this is really kind of a dividing
- 17:20line between how much you want to focus
- 17:22on immersing yourself in this character
- 17:23and telling their story, and how much
- 17:25you want to zoom out, how much you want
- 17:27to tell the story of the world and of
- 17:30the party. So, there's kind of this zoom
- 17:32level. That's the way that I think about
- 17:33it when it comes to this question. For
- 17:35example, if you want the game to really
- 17:36focus on the PCs as characters, then you
- 17:38don't want it to focus on equipment and
- 17:41encumbrance. That's really interesting.
- 17:43You would think that if it really
- 17:44focused on them as characters, then all
- 17:46these details about them, right? What
- 17:48they have in their pockets, you know,
- 17:50how much gold they have, their specific
- 17:52equipment would be really important to
- 17:53you, but I think they feel like it gets
- 17:55in the way of telling that character
- 17:57story, of immersing yourself in who they
- 17:59are. How much authority should players
- 18:01have over the game world beyond what
- 18:03their PCs can do? Very surprising
- 18:05answers here. I expected this to be very
- 18:07far to the left here with no authority,
- 18:10but there's a substantial number of
- 18:11people who think that players should
- 18:13have a good amount of authority over the
- 18:15game world. They should be kind of
- 18:17co-dms to a certain degree. This matches
- 18:20very well with other kind of
- 18:21storytelling focused play style
- 18:23questions where, for example, drama is
- 18:25highly prioritized right down here. Um
- 18:28things like the uh X card lines and
- 18:30veils are prioritized and we have things
- 18:32like requiring the player's consent
- 18:34before their PC can die. You're much
- 18:37more likely to approve of that idea the
- 18:39more authority that you want to have
- 18:41over the world. Should a PC's actions be
- 18:44driven more by the PC's beliefs and
- 18:45desires or by what the player wants to
- 18:47do. We can see here that we're
- 18:48definitely leaning towards the PC's
- 18:50beliefs and desires, but there's a
- 18:51substantial faction of people who think
- 18:53it's really more about the player making
- 18:55choices. Speaking for myself, I
- 18:57definitely lean more towards the player
- 18:58side. I tend to have more fun when I get
- 19:01to use my PC more like a pawn and it's
- 19:04more like an instrument of my will to do
- 19:06things that I think are fun. It's not
- 19:08like I don't try to inhabit my
- 19:09character. It's not like I don't think
- 19:10about their personality. It's just a
- 19:12lower priority. And I guess
- 19:14unsurprisingly, if you really want to
- 19:15prioritize your PC's beliefs and
- 19:17desires, you're much more likely to want
- 19:19to avoid metagaming and only use
- 19:21knowledge that the PC would have. Now,
- 19:23if we look at this metagaming question
- 19:24by itself, we can see that people
- 19:26generally want to avoid metagaming. It's
- 19:29actually pretty important to a lot of
- 19:30people. Now, I understand the motivation
- 19:32for this. It's just something that as a
- 19:33player I find kind of frustrating,
- 19:35mostly because I like to use my PC a
- 19:38little bit more like a pawn than is
- 19:40something that I'm inhabiting. If for
- 19:41whatever reason I know how dangerous
- 19:43this monster is, but maybe my PC
- 19:44doesn't, it doesn't feel good that I
- 19:46would walk up and attack it anyway, and
- 19:48then my character just dies. When I'm
- 19:50playing RPGs, I like to feel like I'm
- 19:52clever, which means using my wits more
- 19:54than the characters. This correlation
- 19:56stood out to me where if you are someone
- 19:58who does not think that metagaming is a
- 20:00big deal, like me, then you're much more
- 20:02likely to say that the game master
- 20:04should be very generous with their
- 20:05information. Whereas that view becomes
- 20:07less popular the more that you think
- 20:08that you should avoid metagaming. Now,
- 20:10how do you feel about PCs with detailed
- 20:12backstories? Pretty even spread right
- 20:14here. Some people like it, some people
- 20:15don't like it, but no big consensus on
- 20:17it. And we can see that the more that
- 20:19you like it, the more it's going to
- 20:20align with the more storydriven
- 20:23character immersion side of the hobby.
- 20:25However, when it comes to a PC's fleshed
- 20:27out personalities, beliefs, and
- 20:28motivations, we can see that basically
- 20:30everyone likes it. And I think the
- 20:32reason for that is that there's really
- 20:33no downside to it. Whether you're
- 20:35playing a more OSRish or more character
- 20:38immersion or even a more uh kind of
- 20:40mechanics focused batty type of game,
- 20:43then having a detailed character
- 20:45motivations, it can only help, right?
- 20:47It's never going to really hurt you.
- 20:49What should be prioritized more in a
- 20:50campaign? Realism or drama. We're
- 20:52definitely leaning towards drama right
- 20:54here, but with a substantial contingent
- 20:56that likes realism. And we can see that
- 20:58that realism faction is really kind of
- 21:00all about simulation. at least it's
- 21:03closely tied to those questions. You're
- 21:05going to like uh equipment and
- 21:06encumbrance tracking a lot more. You're
- 21:08going to want to focus more on the world
- 21:10than on the characters. It's going to be
- 21:11less important to have a very satisfying
- 21:14story. And tracking time is also going
- 21:16to be a big deal. How do you feel about
- 21:18the use of random or procedural
- 21:19generation to determine what happens in
- 21:21the game world? Most people like this.
- 21:24That's a little unexpected to me. We see
- 21:25that random generation is really mostly
- 21:29a D&D thing. is not found all that much
- 21:32in other RPGs, but it seems to be just a
- 21:34very popular system that maybe more GMs
- 21:36should use. And this ties in with the
- 21:38other questions that are more about
- 21:40simulating a world. Like, you're going
- 21:42to want to track encumbrance and
- 21:43equipment more often. And you're going
- 21:44to be more okay with players playing
- 21:46different PCs from session to session.
- 21:49It's really more about seeing what the
- 21:51world does and how the players influence
- 21:53it rather than kind of focusing on the
- 21:54party's story. Very similar question
- 21:56here. How do you feel about random
- 21:57generation to create concrete features
- 22:00of the game world? So rather than events
- 22:02and things that happen, how do you feel
- 22:03about like, you know, generating
- 22:05dungeons, generating cities, generating
- 22:07factions or even PCs? And people seem to
- 22:10like that a lot as well. When it comes
- 22:11to character creation, people definitely
- 22:13like to have substantial control over
- 22:15who their character is as opposed to
- 22:17what you might see in the OSR where you
- 22:19have just randomly generated characters.
- 22:20That seems to be actually quite
- 22:22unpopular. for optimizing your PC. We
- 22:24can see that there's a pretty even
- 22:25distribution right here. Some people
- 22:27really like it, some people really hated
- 22:28it. But this question was slanted much
- 22:30more towards approval, which is how do
- 22:32you feel about time passing and the
- 22:33world changing in between sessions? This
- 22:36is very intriguing to me because for me,
- 22:37the vast majority of RPGs that I played
- 22:39in, when you start your next session,
- 22:41they almost always start right after the
- 22:44last one left off, like seconds later,
- 22:46if you can help it. Having time
- 22:47regularly skipping between sessions so
- 22:49that you can show how the world is
- 22:51evolving is really cool. I think people
- 22:52really like it. not sure how popular it
- 22:54is in terms of uh actually showing up in
- 22:56play. But there's a very interesting
- 22:58cluster here where the more that you
- 23:00want time to pass in between sessions,
- 23:02the more you're going to approve of time
- 23:04passing at realtime speeds in between
- 23:07sessions, something that was a rule in
- 23:08early D&D. The more you're going to
- 23:10approve of players playing different PCs
- 23:13in between sessions, the more you're
- 23:15going to like the game world having
- 23:16multiple parties running around and even
- 23:19the uh players in the party interacting
- 23:21with the GM in between sessions telling
- 23:23them things that they're doing. Speaking
- 23:25of which, the popularity of doing things
- 23:27with the GM in between sessions is
- 23:29actually a lot higher than I thought it
- 23:31would be. Although, of course, it
- 23:33depends on what exactly you mean by
- 23:34that. Are you doing like a playby post
- 23:36where you're continuing to actually play
- 23:37the game or you're telling the DM what
- 23:40your downtime activities are? I suspect
- 23:42it's mostly downtime stuff because we
- 23:44can see here that the more that you want
- 23:46to be able to communicate with the GM
- 23:48between sessions, then the more you're
- 23:49going to want to create and manage
- 23:51factions, institutions, and businesses.
- 23:53and that's generally more of a downtime
- 23:55activity. How do you feel about the game
- 23:56world having more than one group of
- 23:58players in it at the same time? People
- 24:00love the idea. Strongly approve. As with
- 24:03the time passing between sessions thing,
- 24:05I suspect this is more of a dream that a
- 24:07lot of people have. People love the idea
- 24:09of these living worlds where you have
- 24:11lots of parties doing different stuff
- 24:12and you can see the uh ramifications of
- 24:15their actions and you can kind of
- 24:16interact with them maybe indirectly and
- 24:18stuff like that. But my experience is
- 24:20that it's pretty unusual to see that
- 24:22happen. I'm pretty lucky to be in one
- 24:23like that right now, but I feel like
- 24:25most people aren't. And people who
- 24:27really like this idea also like the idea
- 24:29of their PCs retiring to become
- 24:31influential NPCs. They like the idea of
- 24:33playing different PCs between sessions
- 24:35and of course managing factions,
- 24:37institutions, and businesses. But what
- 24:39about controlling multiple characters at
- 24:41the same time? Most people are not super
- 24:44thrilled about that. Although there's a
- 24:45a good number of people that think that
- 24:47would be fun. And if you like this idea,
- 24:49it's going to align with other questions
- 24:50about living in this breathing, active
- 24:53world. How do you feel about players
- 24:55playing different PCs from session to
- 24:56session? Pretty even distribution right
- 24:59here. No strong leaning one way or
- 25:01another. But once again, doesn't seem
- 25:02like something that happens a whole lot
- 25:04in practice. And once again, this aligns
- 25:06with that very early D&D play style
- 25:09where playing different characters from
- 25:10session to session was pretty normal.
- 25:12You would have like a stable of PCs and
- 25:14one character could be off doing
- 25:16research or downtime stuff and then you
- 25:17would just pick up another character and
- 25:19go with them. How important is it to you
- 25:20for all of the players to be present at
- 25:22every game session? Most people say it's
- 25:24pretty important for me. I found that
- 25:25it's just way easier to schedule D&D
- 25:28sessions if you aren't super stringent
- 25:31about this. If you just have, you know,
- 25:33like 60 70% of the players show up,
- 25:37that's good enough. You have a quorum
- 25:38you can just play. Scheduling is such a
- 25:40pain in role playing games if you want
- 25:42to have every single person present for
- 25:44every session. My issue is that
- 25:46oftentimes you just don't get to play at
- 25:47all. People seem to really enjoy
- 25:49creating and managing factions,
- 25:50institutions, and businesses. And the
- 25:52more they like that, the more they want
- 25:53this kind of zoomed out thing where they
- 25:55are having big effects on the setting
- 25:57like leading armies and the world
- 25:59containing more than one party. In a
- 26:01similar way, people really like the idea
- 26:02of big armies and having large scale
- 26:04effects on the setting. Maybe more games
- 26:06should introduce something like that.
- 26:07Conflict between PCs is generally
- 26:09frowned upon. Although, like I said, the
- 26:12more recently you've started D&D, the
- 26:14more in favor of that you're going to
- 26:16be, although it's never been super
- 26:17popular. But it is very interesting the
- 26:19way that this groups with other
- 26:20questions. For example, we can see that
- 26:22conflict can be interpreted in more than
- 26:24one way. Like, if you uh really like the
- 26:27idea of conflict inside your party,
- 26:29you're also more likely to want to
- 26:31explore thematic questions. This would
- 26:33be the kind of like high drama more
- 26:35acting style of RPGs, but you're also
- 26:38more likely to want to have armies or
- 26:39other large scale effects on the
- 26:41setting. So, this could really be more
- 26:43of a wargaming interpretation as well
- 26:45where you're raising forces and you're
- 26:47battling over the world. PCs retiring to
- 26:49become influential NPCs is a popular
- 26:51idea, although how many PCs actually get
- 26:54to that level? Hard to say. Tracking
- 26:57equipment and encumbrance is really a
- 26:58mixed bag. People seem to lean a little
- 27:00bit towards approval, but there's no
- 27:02real strong consensus on that one. But
- 27:04what is interesting is that the more you
- 27:05want to attract equipment and
- 27:07encumbrance, the more focused you are on
- 27:08the logistical aspect of role playing
- 27:11games. For example, tracking time
- 27:13becomes much more important the more you
- 27:15like encumbrance. You're also more
- 27:17likely to approve of realism and not
- 27:20asking for a player's consent before the
- 27:22PC dies. In terms of tracking short game
- 27:24time periods like seconds, rounds, and
- 27:26minutes, pretty even distribution. But
- 27:28when it comes to tracking long in-game
- 27:30time periods like days, weeks, and
- 27:31months, people tend to think that's a
- 27:33lot more important to do. Although
- 27:34again, in my experience, most RPG
- 27:37sessions tend to take place over
- 27:39compressed time periods where things are
- 27:41always happening one after another where
- 27:43each session starts right after the
- 27:44previous one. So often times by the time
- 27:46you get to the end of a campaign, not a
- 27:48whole lot of time has really passed.
- 27:50When we look at preference between a
- 27:52more zoomed out strategic gameplay,
- 27:53maybe you could call it like logistical
- 27:55gameplay or zoomed-in tactical gameplay,
- 27:58we definitely see a tendency towards the
- 28:00more the tactical side. And that matches
- 28:02what I've seen in most games that I've
- 28:05played in. A big part of that is that
- 28:06doing the more zoomed out logistical
- 28:08side of it tends to require more work
- 28:10and it tends to require more subsystems,
- 28:13more things, more rules in place that
- 28:15you can run, you know, hex crawls and
- 28:17tracking time periods and all of that
- 28:19stuff. What has more authority, GM
- 28:20rulings or game rules? Most people agree
- 28:23the GM is the final authority. And
- 28:26similarly, if something is unclear
- 28:27during gameplay, most people say you
- 28:29should go to the GM for a ruling rather
- 28:31than having to just look up the rule.
- 28:33Maybe you have to go back and look it up
- 28:34later, but most people would say the
- 28:36most important thing is just to make a
- 28:38ruling and move on in the moment. And
- 28:40the correlations with this question,
- 28:41similar to the previous one, are mostly
- 28:43grouped around OSR questions. If you
- 28:45agree with most OSR stuff, you'll
- 28:47probably agree with this. Should the GM
- 28:49intentionally tilt the game towards the
- 28:51PC success or towards the PC's failure?
- 28:54Almost no one says that the GM should
- 28:56make things harder on the players. Uh,
- 28:58most people say you're either impartial
- 29:00or you're leaning towards the player
- 29:02succeeding. I think this correlation
- 29:03here was really funny. The very small
- 29:05number of people who thought that you
- 29:06should tilt it strongly towards PC
- 29:08failure also think that that PC death
- 29:10should be very frequent in a campaign. I
- 29:12thought that was really funny. Although
- 29:14the sample size is tiny, most people
- 29:16think that the GM should be very
- 29:17generous when giving information to the
- 29:19players, and I completely agree. Uh,
- 29:21RPGs are games about making decisions,
- 29:23and you can't make decisions unless you
- 29:25know what's going on. So, being very
- 29:27stingy with information means that the
- 29:28players are just choosing things
- 29:30randomly, which is never great. Now, in
- 29:32the past, I've seen a lot of advice
- 29:34about how you're the game master and if
- 29:36you roll the dice and you don't like
- 29:37what it says, well, then you can just
- 29:39change the results. Um, at least I've
- 29:41seen a lot of advice like that. Maybe
- 29:42that's changing because we can see here
- 29:44that respondents disapprove of that idea
- 29:46quite a bit. And the more that they
- 29:48disapprove of it, the more that they
- 29:49want the story to emerge naturally out
- 29:52of gameplay. I think this goes back to
- 29:53the idea of the oracular power of dice
- 29:56where the dice are kind of a participant
- 29:58at the table. You're relying on the dice
- 30:00to inject interesting things and
- 30:02interesting problems, twists into
- 30:04gameplay that you as the game master and
- 30:07the players didn't plan. I think part of
- 30:09the joy of RPGs is seeing these twists
- 30:11emerge and figuring out how to deal with
- 30:13them, treating the dice like a respected
- 30:15player. If you're tweaking the dice
- 30:17rolls whenever you don't like them, then
- 30:18you're kind of removing that aspect from
- 30:20play. And I think that's oftenimes a
- 30:22mistake. How frequent should PC death be
- 30:25in a campaign? This was a topic that
- 30:26came up quite recently on my channel.
- 30:28And we can see here that most people
- 30:30don't like it to be too frequent. And I
- 30:32would agree with that. Even as someone
- 30:33who is a, you know, OSR player, being in
- 30:35a murder funnel like Dungeon Crawl
- 30:37Classics, where you have a bunch of
- 30:38characters and they're all going to die,
- 30:40that can be kind of fun for a oneshot,
- 30:41but it's really not that fun for a
- 30:43long-term campaign. Even in games where
- 30:46characters are much weaker and they have
- 30:47lower hit points, most players just
- 30:50start playing more carefully and they
- 30:51protect their characters more and so the
- 30:53death rate then balances itself out
- 30:55again. But we can see here that the more
- 30:57you want PC death to be infrequent, the
- 30:59less death you want in a campaign, the
- 31:01more likely you're going to disapprove
- 31:02of equipment and encumbrance. And the
- 31:04more important it is for you to
- 31:06experience a satisfying story. So this
- 31:08might be part of a style where your
- 31:10characters are just expected to live
- 31:11through the whole campaign and tell a
- 31:13complete narrative. And that's going to
- 31:14be hard to happen if they just die in
- 31:16the middle of it. Ooh, this one is
- 31:18interesting. How do you feel about the
- 31:19GM requiring a player's consent before
- 31:21their PC can die? We can see that most
- 31:23people disapprove, even strongly
- 31:25disapprove of that idea, but it's not
- 31:27universal. There is a real group of
- 31:28people who think that that should be
- 31:30done at least to a certain degree. And
- 31:32the people who are more likely to
- 31:33approve of getting uh player consent
- 31:35before their PC dies are much more
- 31:37likely to want to have authority over
- 31:39the game world as players. In other
- 31:41words, this is much more of a
- 31:42collaborative storytelling style of
- 31:44play. And we've seen before that it's
- 31:46connected with wanting more thematic
- 31:48play as well. How important is it for a
- 31:49PC's death to be the fault of the player
- 31:51rather than just like a random
- 31:53occurrence that comes out of nowhere?
- 31:54Uh, most people think that it's
- 31:55important. I agree. How do you feel
- 31:57about challenges being balanced against
- 31:59the PC's stats? Pretty mixed bag here.
- 32:02But the more that you like the idea of
- 32:03encounter balance, the more likely you
- 32:05are to approve of the idea of the story
- 32:08being intentionally created, the more
- 32:10that you're going to want character
- 32:11death to be very infrequent, and the
- 32:14more that you're going to want character
- 32:15power to come from system features like
- 32:18feats and hit points and stats. I would
- 32:21characterize this as being very much
- 32:22part of the uh D&D combat as sport
- 32:25aspect of role playing games where it's
- 32:27all about creating this fair or at least
- 32:29highly structured series of challenges
- 32:32which aren't exactly fair because you're
- 32:34really supposed to win them but you're
- 32:35supposed to be challenged while doing so
- 32:37and that comes from manipulating the
- 32:39system. Now, for campaigns that are
- 32:40intended to run indefinitely, we have a
- 32:42pretty even distribution right here. And
- 32:44this is definitely tied to the play
- 32:46style where people want to have this
- 32:48living open world, which makes sense
- 32:49because if you have this living world
- 32:51that you get to live in, you want to do
- 32:53that for as long as possible. So, you
- 32:54want this world to just continue on into
- 32:56the future. Now, for formal procedures
- 32:58for managing player comfort during the
- 33:00game, tools like the X card, we can see
- 33:02that people lean towards approval for
- 33:04it. But if we look at the question about
- 33:06procedures for deciding content and
- 33:07behaviors at the start of a campaign,
- 33:09then we see that there's actually
- 33:10slightly more approval for that. In
- 33:12other words, people seem to be slightly
- 33:14more comfortable with the idea of just
- 33:16setting good ground rules at the
- 33:17beginning so everyone knows what's
- 33:19expected than making rules or procedures
- 33:21that they feel might interrupt play.
- 33:23In-game time passing at realworld speeds
- 33:26is generally disapproved of. I think a
- 33:28lot of people are just confused by that
- 33:30idea, even though it is the default in
- 33:32like original Dn D.
- 33:36So, those are all the questions that I
- 33:38asked, but is there a way to take all of
- 33:40the respondents and find general groups
- 33:44that they fit into? Now, there's no way
- 33:46to do this perfectly cleanly. Of course,
- 33:48there it would be very weird if there's
- 33:49groups of people that all answered
- 33:50exactly the same. There's a lot of
- 33:52crossover between any amount of groups
- 33:54that you're going to put together. But,
- 33:56you certainly can run programs that will
- 33:58look at all of this data on the
- 33:59spreadsheet and try and find patterns.
- 34:02patterns that are at least somewhat
- 34:03consistent. And there is a number of
- 34:06different ways that these things can be
- 34:07categorized. I discovered that if you
- 34:09have just two categories, then you have
- 34:11the most clean distinctions. It's most
- 34:14justifiable to create two general
- 34:16categories. And if you do three
- 34:18categories, it's a little bit less
- 34:20justifiable because there's more
- 34:22crossover between them. But I think it's
- 34:23still okay. By the time you get to four
- 34:25or five categories, it just becomes a
- 34:28lot harder to make clear distinctions
- 34:30between these groups. There's just more
- 34:31and more crossover. But let's look at
- 34:33all the different ways that this could
- 34:34be broken down. And keep in mind, these
- 34:36are not definitive by any stretch of the
- 34:38imagination. How you break the groups
- 34:40down is going to depend a lot on, you
- 34:42know, what categories you pick. It's
- 34:44going to depend a lot on the criteria
- 34:45that you use. There's more than one way
- 34:47to break down this data. All right. So,
- 34:50if you wanted to break it down into just
- 34:51two broad categories, those would be
- 34:54character and story emphasis versus
- 34:56emergent worlds and logistics. with
- 34:59emergent worlds being about 40% of the
- 35:02people. And if we look at the bright red
- 35:03and bright blue things, we can see the
- 35:05things that are most distinctive about
- 35:07these two categories. People in the
- 35:09first category are much more likely to
- 35:10want satisfying stories, but want them
- 35:12to be not as emergent and want them to
- 35:14be more planned. They want to focus on
- 35:16the PCs more than the world. They love
- 35:18detailed backstories. Uh they hate
- 35:21random events. They don't like changing
- 35:23your PCs around. They're really against
- 35:25equipment and encumbrance. and they want
- 35:28balanced challenges whereas the emergent
- 35:30world side tends to want the opposite of
- 35:32all those things. I think breaking it
- 35:34into three categories though is better
- 35:35because we can see more of the
- 35:37distinctions between these groups. We
- 35:39still have emergent worlds and logistics
- 35:40but the first category is now broken
- 35:42into character focused fixed party play
- 35:45versus thematic participatory play. And
- 35:48we can see some distinctions here where
- 35:50the first category is much more down on
- 35:53emergent story whereas the thematic play
- 35:55is fine with emergent story. Thematic
- 35:58play is of course much bigger on
- 35:59thematic questions. And this is a big
- 36:01one. They have a much bigger emphasis on
- 36:03player world authority. So I would think
- 36:05of this style as being much more
- 36:07collaborative in terms of the
- 36:08storytelling. Whereas this first
- 36:10category, the character focused fixed
- 36:12party play is much bigger on balanced
- 36:14challenges and on actually competing and
- 36:17going through a story that is more
- 36:18planned out. In other words, this first
- 36:20category, you have your party, you're
- 36:22all showing up to every session. The
- 36:24story is mostly planned out for you.
- 36:26You're going through the story. You are
- 36:27participating in the challenges. You're
- 36:29overcoming them and you're sticking to
- 36:31that adventure that's kind of been
- 36:33created for you and you're immersing
- 36:34yourself in that. Whereas the second
- 36:36category is more about creating a story
- 36:38together, often with sharing authority
- 36:41between the GM and the players. It deals
- 36:43with more intense themes and therefore
- 36:45is also more likely to have these kinds
- 36:47of mechanics like the X card or lines
- 36:48and veils. Meanwhile, Emergent Worlds
- 36:50and Logistics is all about there's a
- 36:52world, it's here, you just got to deal
- 36:55with it. Is there a story? Well, maybe
- 36:56the story will be created by what we do,
- 36:59but that's not what we're focusing on
- 37:00doing. We're here to see what happens in
- 37:02this world. We're not too concerned with
- 37:05detailed backstories for your character.
- 37:07Playing the game is what creates the
- 37:09backstory for your character, if any. We
- 37:11like randomly generating a world and
- 37:13simulating a world with mechanics. We
- 37:15are like uh equipment and incumbrance.
- 37:17We like the logistical aspect where we
- 37:19have to think about how we're moving
- 37:20through the world. Tracking time both
- 37:22short-term and long-term is really
- 37:23important. And we do not really care
- 37:26about balanced challenges. The
- 37:28challenges should be more realistic or
- 37:30procedurally generated. And then it's up
- 37:32to the players to figure out how they
- 37:34want to deal with that. Now, if you want
- 37:35to break it down into four categories,
- 37:37you could possibly add this one, which
- 37:39is just reservation towards campaign
- 37:41extensions. These are just a category
- 37:43that doesn't like adding a bunch of new
- 37:46stuff to D&D or to role playing games.
- 37:48So, it doesn't like thematic questions.
- 37:50It doesn't like managing factions or
- 37:52having armies or large scale events. It
- 37:54feels a lot less like a coherent play
- 37:56style because it's really about just not
- 37:58liking certain things being added. And
- 38:00if you wanted to create five categories,
- 38:02you might add character immersion and
- 38:03world involvement, where this is just
- 38:05about immersing yourself in your
- 38:07character and being in the world. The
- 38:09biggest deal for this category would
- 38:11just be avoiding metagaming, having a
- 38:13detailed, rich backstory, having a
- 38:15fleshed out personality. You want to
- 38:17manage factions, you want to lead
- 38:18armies. That's totally cool. It's all
- 38:20about just being in character. We can
- 38:22see from this breakdown here that it is
- 38:24most justifiable I would say to have the
- 38:26two profiles because you can separate
- 38:28them the most cleanly and then three and
- 38:30then four and five are the least clean.
- 38:33The separation between groups is just
- 38:35stronger when you have two profiles than
- 38:37when you have three or more. However, if
- 38:39you want to analyze the data and try and
- 38:40find play styles in there yourself, you
- 38:42are welcome to do that. I'm going to put
- 38:44all of the data in a spreadsheet, at
- 38:46least as regards all of the uh play
- 38:48style questions, and that's going to be
- 38:49over on my blog or I'll put a link to it
- 38:51down below where you can download it and
- 38:53look at it yourself. If you've stuck
- 38:55with me all the way to the end, thank
- 38:56you very much. Hopefully, you found this
- 38:58interesting and informative. I love
- 39:00studying just play styles. I love
- 39:02studying the way that people play role
- 39:04playing games, and it's a lot more
- 39:06diverse than I expected. No matter how
- 39:08you want to group people, you're going
- 39:09to find a lot of blurring and crossover
- 39:12between those groups. But having at
- 39:14least maybe a rough model of how
- 39:16different play styles break down, I
- 39:17think is really helpful in terms of just
- 39:19contextualizing and understanding the
- 39:21way that this hobby looks. So often you
- 39:24talk to people online and when you
- 39:25discuss role playing games, it's like
- 39:27they're talking a totally different
- 39:28language cuz their assumptions about
- 39:30what the game is for and even what fun
- 39:32is can be radically different. Let me
- 39:34know in the comments below if there was
- 39:35something in the data that really stood
- 39:37out to you or surprised you. And thanks
- 39:39for watching. I'll see you guys next
- 39:40time.
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