The basic question for this thing is: “What do players get out of this?”
I’ve gone over this before, but I’ve both given it additional thought and read over a number of quality essays on the subject.
Players, to varying degrees, like Interacting with a setting and other players, participating in a Story (either of a character or a larger setting), and Accomplishing something.
Players, to varying degrees, like Interacting with a setting and other players, participating in a Story (either of a character or a larger setting), and Accomplishing something.
Story is a player’s interest in playing a part in an epic
story or a role. A character wants to participate in a fantastic setting and
become immersed in it. It includes
both simple escapism and a more complicated desire to be something instead of just being something else. Players who want to roleplay
something very different from themselves, see where the storyteller’s narrative
is progressing, and interact with the environment as a real person might, irrationally
or no.
While I have gone on before about the digital brass ring, a sense of accomplishment is something that’s all-too-rare in the
real world. Being able to do something and when it’s over feel like you’ve done something is rewarding. A player who wants
accomplishment will often engineer their character to be potent within the game
and to act in unambiguously effective ways. Whether that’s a typical power gamer
cutting through a hack and slash game or a character fashioning unbelievable
devices from existing sci-fi contraptions in a setting, some players game
because they want to feel like they’ve changed something after the dice have
quit rolling for the night.
The desire to interact lies somewhere between, but not quite
between story and accomplishment. A player may want to play a character who
knocks over set pieces of the setting with frequency and still allows a player
to explore a different character and a story. A player may also want a
character who is ill-fated, but talented. They perform amazing feats, but have
poor decisions that lead them to ruin; the player takes the character from the
heights of their ability and roleplays them down to the very bottom. These two
characters combine story and accomplishment, but they aren’t necessarily about
interaction.
Interaction involves poking the setting to see what it will
do. It involves combining special abilities that the game designers never
considered combining. A player seeking interaction may just be there to hang
with friends, may incite violence and rash actions in-game, or may even want to
explore the nooks and crannies of a setting. Interactive players are by far the
most taxing on a storyteller, but when they’re paying attention, they’re the
most involved in the setting and the system, and thusly, the most treasured.
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