RPGs and Cars: What the Two Have in Common
Posted: Wed Jan 12, 2011 3:05 am
What do these two have in common?
First, I'll start with cars.
There are people that own cars, and there are people who don't.
There are people who care about the type and kind of car they own, and there are people who don't.
There are good drivers, and there are bad drivers.
There are people who you prefer ride shotgun with you, and there are people you'd prefer tied to the roof-rack.
Finally, there are people who take care of their cars, and there are those that run them into the ground and just prefer a new one when the old one dies.
Now, I'll start with RPGs.
There are people who own books, and there are those who don't. Like with cars, we try not to judge those who can afford them and those who can't.
Then, there are people who care about the RPG they play; some like games for the system, others for the setting.
On the flip-side, there are those who don't really care what RPG it is, they simply use it as a vehicle for a story, or characters.
Next, there are good GMs and bad GMs. Like with drivers, we don't want to see a bad GM behind a screen, and prefer he practice (a lot) before he attempts it.
Then, there are good players and bad players. Like a passenger, you can be the drivers' best bud, changin' CDs, cracking fresh drinks, and feeding him fries while he concentrates on the road.
It's good for the driver, good for the passenger, good for everyone.
Unfortunately there are those passengers who belong on the roof-rack, strapped down so they can't bang on the roof and annoy the driver; in this parallel, it's a bad player who does seemingly everything in his power to otherwise annoy the GM. Like a passenger, fighting with other passengers, or just generally being annoying in a vehicle is akin to being an rooster at the table. You wouldn't want people doing it to you while you drive, so don't do it to them when they run.
Finally, there are people who will run their game into the ground, preferring to pick up an entirely new RPG when it crashes, and there are those whose meticulous attention to their players and their game will have them rolling in the same RPG for seemingly ever.
What does all this mean?
Why did I write this?
What's with the analogy?
This is meant to help people feeling confused or lost on why they play, where their campaigns are going, or perhaps why their games fail. It's a method of looking into what makes for a successful game without an 'itemized list' of the dos an don'ts of running and playing.
I wrote this as much for myself as for you posters; a kind of self-mini-epiphany that I felt should be shared.
And as for the analogy; I like analogies, and have found that people don't often see the problem in front of them. It has to be explained in another way using different terms that are common between many peoples. I find cars are often a bond people can share, or at least understand. And with that commonality comes understanding.
~woof
First, I'll start with cars.
There are people that own cars, and there are people who don't.
There are people who care about the type and kind of car they own, and there are people who don't.
There are good drivers, and there are bad drivers.
There are people who you prefer ride shotgun with you, and there are people you'd prefer tied to the roof-rack.
Finally, there are people who take care of their cars, and there are those that run them into the ground and just prefer a new one when the old one dies.
Now, I'll start with RPGs.
There are people who own books, and there are those who don't. Like with cars, we try not to judge those who can afford them and those who can't.
Then, there are people who care about the RPG they play; some like games for the system, others for the setting.
On the flip-side, there are those who don't really care what RPG it is, they simply use it as a vehicle for a story, or characters.
Next, there are good GMs and bad GMs. Like with drivers, we don't want to see a bad GM behind a screen, and prefer he practice (a lot) before he attempts it.
Then, there are good players and bad players. Like a passenger, you can be the drivers' best bud, changin' CDs, cracking fresh drinks, and feeding him fries while he concentrates on the road.
It's good for the driver, good for the passenger, good for everyone.
Unfortunately there are those passengers who belong on the roof-rack, strapped down so they can't bang on the roof and annoy the driver; in this parallel, it's a bad player who does seemingly everything in his power to otherwise annoy the GM. Like a passenger, fighting with other passengers, or just generally being annoying in a vehicle is akin to being an rooster at the table. You wouldn't want people doing it to you while you drive, so don't do it to them when they run.
Finally, there are people who will run their game into the ground, preferring to pick up an entirely new RPG when it crashes, and there are those whose meticulous attention to their players and their game will have them rolling in the same RPG for seemingly ever.
What does all this mean?
Why did I write this?
What's with the analogy?
This is meant to help people feeling confused or lost on why they play, where their campaigns are going, or perhaps why their games fail. It's a method of looking into what makes for a successful game without an 'itemized list' of the dos an don'ts of running and playing.
I wrote this as much for myself as for you posters; a kind of self-mini-epiphany that I felt should be shared.
And as for the analogy; I like analogies, and have found that people don't often see the problem in front of them. It has to be explained in another way using different terms that are common between many peoples. I find cars are often a bond people can share, or at least understand. And with that commonality comes understanding.
~woof