Tuesday, September 8, 2015

Thoughts about the project I had been working on.

3 comments:

  1. roryb bracebuckle Steven Lincoln  Excellent posts both of you. Thank you  sharing your thoughts.

    A great point about the pressure we put on ourselves to succeed and persevere, and  how hard it is to overcome.

    Funny the subject of "Gamer ADD" came up. I have a blog post in mind for that. :)

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  2. Great points all around and MoonSylver, I think we all understand your feeling - I know I do.  The "come up with an idea, only to get bogged down in some research and/or generation of adequate NPCs/random encounters/plausible threads, etc." can absolutely sap one's enthusiasm, and lead one to abandon the idea for the next bright-and-shiny, only to run up against the exact same problem.  Especially if you're limited by time, energy, or both.

    I do agree with roryb bracebuckle in that, ultimately, I think we owe ourselves a break - this is supposed to be fun after all.  And, if I'm honest with myself, stops-and-starts notwithstanding, I've been more engaged and have learned more about history, game design, probabilities, story creation, myself, etc. than I ever did as a group player, where my only responsibility was to show up once a week.

    I wonder if solo role-players aren't perfectionists - we know what we like and we're after that certain type of experience, one we believe we're best able to deliver.  Reality can be a bummer in this regard, especially when we realize we need to dial-back our expectations.  

    To Steven Lincoln's point about exercising his creativity in a different way, I do wonder sometimes if, at the end of the day, I am doing the exact same - engaging the game at a different level, simply enjoying the imaginative process, and immersing myself in the possibilities of a given PC, their time and place, rather than necessarily wanting to engage with the dice.  Don't get me wrong, I love the dice as much as the next guy, but in the final analysis, that's not where I'm spending most of my time.

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  3. Bjorsa Brimrsson Great points all the way around.

    One of the realizations I'm coming to is that I think I really need games and systems that are designed to do what I want right out of the gate.

    That was part of my attraction to D&D as my first solo game, that there was SO much material, structure, and support available that I was able to just start PLAYING.

    I find myself thinking about a few different games I'd like to go back to or try, but a couple of them don't have the wealth of Random Tables available, so I start thinking of designing all these charts and tables for perceived needs or "cool ideas", but then the anxiety of the current project sets in.

    So then I contemplate just sitting down & letting the randomness drive all those kinds of things, but then I fret over "missing something".

    For example, "Cryptworld/Chill" is at the top of my list of candidates.

    I'd like some way to randomly select monsters so that I don't "miss out" on some of the ones I might not normally think of to use on my own, but in a way that still fits the story or feels a bit "organic".

    I get intrigued by the idea, but then skittish of it at the same time, then anxiety sets in at indecision, and increases by getting anxious at getting anxious...

    I'm a weird guy and my own worst enemy at times. XD

    So I think I need to accept the games the way they are and figure out some way to play them, or approach them, or facilitate them, without designing a bunch of stuff.

    The eternal soloist problem I suppose: we all want to just sit down and play without doing a bunch of GM work. :)

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