Gaming is not taking what you’re given, but instead demanding something more interesting. Gaming is not an escape; it’s a way to comment on our experiences. Gaming is cerebral, it’s tactical, but it’s also emotional. Gaming is killing the monsters and getting the treasure, but then, so is real life, right? Gaming is stepping outside yourself to understand other points of view, and knowing yourself better when you get back. Gaming is alchemy, and it’s something I’ll always do.
Just found out today I’ll be teaming up with Luke Crane (of Burning Wheel fame) and Joshua AC Newman (designer of Shock: Social Science Fiction) on a panel at PAX East. Our topic is the collaboration between GMs and players in role-playing games, how everyone can get what they want out of the experience, and how different game designs foster different types of collaboration. Come check it out!
Getting What You Want Out Of Your Gamemaster
Time: Sunday, March 13, 2011, 4:30 pm, at PAX East in Boston, Massachusetts
Description: Gaming books are full of sage advice for GMs on why players play and how to keep them happy, but what do GMs want? Why do they spend so much time preparing games for us? And most importantly, how can players use this to get what they want out of their RPG campaign? Award winning game designers Luke Crane, Jack Graham, and Joshua AC Newman talk about why we play games, why we run games, and how we design them to make them engaging for everyone involved.