Post by rjkuntz on Feb 27, 2013 10:55:25 GMT -6
There is a topic at DF which caught my interest, especially a part noted by Deathsdj, there, which I quote here:
Deathsdj noted: "As a player I like to talk to NPCs and nose around town almost like its a dungeon, looking for whatever is interesting and interacting with the populace. The last AD&D group I was a player in didn't really do that. The town was an abstract place with no map, basically an equipment list and a magic items shop that bought and sold everything."
No surprise to me. This is the patterning set up since the advent of the pre-made adventure. Go into dungeon, play scenario, return to surface. Multiply this patterning by years of doing so. Now, throw something abstract ("different") at the minimized conceptual range of said group and they cannot grasp it as relevant compared to past repeated circumstances; or they cannot conceive of doing something and thus "do not prefer to play that way."
IOW, "You are what you consume, thus you gravitate to what you are."
This of course continues to feed the modeled experience and the cycle becomes endless. One need only look around for the examples of this and the talk which transpires from it, and exclusively. But move outside the box and attempt to test "your own" imaginative ranges, then you get cropped due to these circumstances like Deathsdj experience. Or, perhaps ignored en total, when one pushes past the norm. I refer to another forum post with the latter--a brilliant post just brimming with out of the box creation--and on these very boards, that went uncommented on for 2 weeks until I finally did so.
Referring Links:
www.dragonsfoot.org/forums/viewtopic.php?f=11&t=60213&start=30
odd74.proboards.com/index.cgi?board=scifigeneral&action=display&thread=8425
Deathsdj noted: "As a player I like to talk to NPCs and nose around town almost like its a dungeon, looking for whatever is interesting and interacting with the populace. The last AD&D group I was a player in didn't really do that. The town was an abstract place with no map, basically an equipment list and a magic items shop that bought and sold everything."
No surprise to me. This is the patterning set up since the advent of the pre-made adventure. Go into dungeon, play scenario, return to surface. Multiply this patterning by years of doing so. Now, throw something abstract ("different") at the minimized conceptual range of said group and they cannot grasp it as relevant compared to past repeated circumstances; or they cannot conceive of doing something and thus "do not prefer to play that way."
IOW, "You are what you consume, thus you gravitate to what you are."
This of course continues to feed the modeled experience and the cycle becomes endless. One need only look around for the examples of this and the talk which transpires from it, and exclusively. But move outside the box and attempt to test "your own" imaginative ranges, then you get cropped due to these circumstances like Deathsdj experience. Or, perhaps ignored en total, when one pushes past the norm. I refer to another forum post with the latter--a brilliant post just brimming with out of the box creation--and on these very boards, that went uncommented on for 2 weeks until I finally did so.
Referring Links:
www.dragonsfoot.org/forums/viewtopic.php?f=11&t=60213&start=30
odd74.proboards.com/index.cgi?board=scifigeneral&action=display&thread=8425