Difference between revisions of "Role Fulfillment"

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(Relations)
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Providing players with different types of [[Freedom of Choice]] for [[Player-Created Characters]] let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; [[Initial Personalization]] is the most likely the most efficient way of doing this but can be used together with many other ways of giving players [[Freedom of Choice]].  
 
Providing players with different types of [[Freedom of Choice]] for [[Player-Created Characters]] let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; [[Initial Personalization]] is the most likely the most efficient way of doing this but can be used together with many other ways of giving players [[Freedom of Choice]].  
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=== Can Be Instantiated By ===
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[[Betrayal]],
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[[Character Defining Actions]],
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[[Characters]],
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[[Dedicated Game Facilitators]],
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[[Diegetic Consistency]],
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[[Enactment]],
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[[Game Masters]],
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[[Game Mastery]],
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[[Initial Personalization]]
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[[Player Defined Goals]],
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[[Player-Created Characters]],
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[[Role Selection]],
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[[Roleplaying]],
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[[Selectable Functional Roles]],
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[[Storytelling]],
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[[Thematic Consistency]],
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[[Traitors]]
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=== Can Be Modulated By ===
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[[Asymmetric Roles]],
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[[Warming-Up Roleplay Exercises]]
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[[Freedom of Choice]] together with [[Characters]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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Both [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]] have bi-directional relations to [[Role Fulfillment]] in that part of the requirements on roles taken on can be maintain these consistencies while the roles can also partly be defined by these consistences.
  
 
== Relations ==
 
== Relations ==

Revision as of 07:28, 6 September 2014

The fulfillment experienced when being good at your assigned or implicit role in a group, or the frustration experienced when you have fulfilled your role, but the group still fails

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Providing players with different types of Freedom of Choice for Player-Created Characters let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; Initial Personalization is the most likely the most efficient way of doing this but can be used together with many other ways of giving players Freedom of Choice.

Can Be Instantiated By

Betrayal, Character Defining Actions, Characters, Dedicated Game Facilitators, Diegetic Consistency, Enactment, Game Masters, Game Mastery, Initial Personalization Player Defined Goals, Player-Created Characters, Role Selection, Roleplaying, Selectable Functional Roles, Storytelling, Thematic Consistency, Traitors

Can Be Modulated By

Asymmetric Roles, Warming-Up Roleplay Exercises

Freedom of Choice together with Characters

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Both Diegetic and Thematic Consistency have bi-directional relations to Role Fulfillment in that part of the requirements on roles taken on can be maintain these consistencies while the roles can also partly be defined by these consistences.

Relations

Can Instantiate

Diegetic Consistency, Thematic Consistency

Can Modulate

-

Can Be Instantiated By

Betrayal, Character Defining Actions, Characters, Dedicated Game Facilitators, Diegetic Consistency, Enactment, Game Masters, Game Mastery, Initial Personalization Player Defined Goals, Player-Created Characters, Role Selection, Roleplaying, Selectable Functional Roles, Storytelling, Thematic Consistency, Traitors

Can Be Modulated By

Asymmetric Roles, Warming-Up Roleplay Exercises

Freedom of Choice together with Characters

Possible Closure Effects

-

Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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