fact needs to be addressed and corrected. This weakness comes from
several fronts.
1) The wait and see or hope method of attracting new players to table
top gaming
2) The cheaper is better ideology
3) The protective attitude (note: this is a three fold problem)
3a) Game Masters
3b) Game Stores
3c) Game Manufacturers
4) Lack of imagination from GMs
5) Computer Gaming
6) A general non-desire to try new games
Each of these areas causes a fracture in the community. When we, as a
community, do not unite to strengthen the whole gaming community, the
end result is troublesome. We need to formulate an overall plan to
unify the community. This can be done through several fronts.
1) Forums
2) Going to schools and talking to administrators and parents alike
about the benefits of table top gaming and the destructiveness of
computer gaming (on line and at home game consoles)
3) Crafting exciting and unique events
4) Support of the branches of gaming. The branches of gaming are 1)
in game store gaming 2) gaming at game days 3) gaming at conventions
5) Attitude adjustment
6) Clean and well dressed appearance
7) Bad Breath
8) Letter writing
9) Positive attitude about all games
In this thread I will discuss the lack of imagination of GMs.
GMs are key to the success of any game. They hold the seminal position
of being the makers of games, creators of the moment, and visionaries.
In every instance, the success of a fun and enjoyable game depends
directly upon the GM. There is no other person who holds this role.
They are the people who set the tone for the group. They are the
people who generate and make possible the moment that occurs. They
give to the players a singular unity that cannot be found without
their efforts.
If a GM has no vision, he will be unable to craft a moment that stands
out as unique. He will not have the ability to create a bond between
players that will unify them. Thus, he will be unable to generate
moments where in players can come together to have an enjoyable and
satisfying time. Everything depends upon the GM. They are the potent
force driving the game into existence and the visionaries the make
that moment occur. Therefore, they have stand in the unique position
of ensuring that the moment that occurs is enjoyable, fulfilling, and
exciting. This will make the players desire to return and play again.
What often times happens is a moment (or game time) that does not live
up to the expectations of the players nor the GM. We wonder why this
proves accurate.
The GM, as the generator of the moment, when he does not have vision
nor drive, will make this moment occur; however, he will not have the
imagination nor the vision to make new game scenarios. Furthermore, he
will be unable to have a uniqueness to the games that unfold under
aegis. Thus, the players who find themselves under his guiding hand,
will feel as if they have already gone through the task/moment that
the GM created. They will feel as if they have already experienced
this particular game or scenario. Why will they feel this way?
They will find the games that are generated under this GM, who lacks
imagination, ultimately, similar in many ways. How often can one play
Risk and find unique moments from which to take experiences? Not
often. They will see a similarity in the games they play and come to
understand that the game is flawed. This is the result of a GM who
does not desire to construct unique moments at every stage of the
game. These stages begin when the GM posts that the game will occur
all the way to the end of the game.
Does the GM have the imagination to make it fun for the players to
envision that this game coming up will be fun? Does this GM have the
imagination to ensure that players are having a good time before the
game begins? Did the GM ensure through the use of his imagination that
the game itself will be unique and fun? Does the GM have enough
imagination to ensure that players are having fun after the game
concludes? The more yes answers that occur the more fun and real will
the game be.
When a GM lacks imagination, he cannot create those unique moments
that need to occur so that every game will be fun and unique. We all
need to help GMs gain that insight into how to be imaginative. The
seasoned player as well as other GMs needs to help these GMs who lack
imagination develop that imagination. We need to see this lack as a
mere blip that can be fixed with our help by teaching these GMs how to
bring imagination to a table bare of realism, void of enjoyment, and
stagnate.
--
You received this message because you are subscribed to the Google Groups "CAR-PGa" group.
To post to this group, send email to car-pga@googlegroups.com.
To unsubscribe from this group, send email to car-pga+unsubscribe@googlegroups.com.
For more options, visit this group at http://groups.google.com/group/car-pga?hl=en.
0 comments:
Post a Comment
Note: Only a member of this blog may post a comment.