К вопросу о Dungeon Crawl
In First Edition, a player often ran two or three characters in each adventure, so the player thought of himself as more of a boss sending his employee-adventurers into the dungeon.
This meant that the player had a sense of accomplishment if so much as one of the three characters survived, and the player mourned his dying characters with a sense of pride that they
contributed to the mission’s success. In today’s gaming culture, players invest themselves more narrowly, immersing themselves into a single character with which they personally identify, and
that means they tend to feel like they’ve failed personally when that character dies, and they miss the character’s personality in which they’re so deeply invested. This is a psychological aspect to all adventures a designer must consider.
4 комментария
Не помню я к сожалению моментов на заре своего вождения, когда каждый игрок генерил по 3+ персонажа. Какие-то у них другие ролевые игры