5 Rule Theory on Gaming
Drogo’s Gaming Theory
Five Rules for Roleplaying, Rollplaying, and related playing of strategy and character based games…
Playing games for fun is not a phase for me. I don’t only play the latest and coolest, most trendy games. Nor have I even been in a regular group of gamers in years. However I do consider myself a Master of several games, at least in one or two capacities. One of those games I played for years with other people was Dungeons & Dragons. After 10 years of playing I was a Master Dungeon Master, proficient at a few styles of control. It was during my apprenticeship to older Dungeon Masters that I acquired my philosophy of game play.
My favorite Dungeon Masters had similar traits, although they did not know each other. Their ways of controlling was compatible with their ways of playing. Their dominant traits tended to avoid or deny gain by intentional selfishness, rudeness, greed, or cruelty. If spite bias was ever used, it was for conflict resolution. Here I will attempt to list the guidelines of my theory for running games:
1. Prepare ahead of time, so that game play will run smoothly. Preparation can minimize lost time searching through notes or the rule book. Have a few conclusions in mind, and what the psychological results might be.
2. Roll alot of dice to maintain a continuous element of Neutrality, while guiding the story.
3. Guide the story with subtle bias in favor of the characters because you care about the individual people playing.
4. Foster morality and ethics by rewarding ‘goodness’ and punishing ‘badness’. This concept is relative to Character Alignment. Good characters will be guided or controlled by Good Deities, and Bad characters will be guided or controlled by Evil Deities. The result of this is that if the player acts ‘out-of-alignment’ and refuses to correct their behavior, the DM can step in and guide or control their character by using a ‘higher power’ (like a Deity) in the game.
For example if a player wants to play a ‘good’ character, but acts ‘bad’ then an Evil Deity can take control of their character. Whether the player gets control back, depends on whether or not the player modifies the alignment to fit their behavior, or changes their actions to fit the alignment better. If a player wants to play an evil character, and they are being awful to other players or the DM, the DM may retain control of their character through the Evil Deity indefinitely. This is one way to attempt to have good game play, rather than ban players or quit the game.
5. Help everyone to have fun!!!
* not included: tips on game writing or character creating
This entry was posted on February 4, 2011 at 11:52 pm and is filed under Cooperatives / Communities / Networks / Travels, Psychology with tags alignment, characters, control, dm, drogo, dungeon, dungeon master, Dungeons and Dragons, esko, ethics, evil, fantasy, fiction, game, gameplay, games, gaming, good, guide, guidelines, hero, heroes, Master, morality, morals, play, players, playing, role, roleplay, roleplaying, roll, rollplay, rules, speeg, strategy. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.