Ce diaporama a bien été signalé.
Le téléchargement de votre SlideShare est en cours. ×

D&D for strategists

Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Prochain SlideShare
Narrative driven game design
Narrative driven game design
Chargement dans…3
×

Consultez-les par la suite

1 sur 46 Publicité

D&D for strategists

Télécharger pour lire hors ligne

From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.

From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.

Publicité
Publicité

Plus De Contenu Connexe

Diaporamas pour vous (20)

Similaire à D&D for strategists (20)

Publicité

Plus récents (20)

D&D for strategists

  1. 1. 2019 Hello. D&D.How D&D made me a better strategist, by Matt Waghorn.
  2. 2. Agenda. 1. WhatisD&D? 2. Howitworks. 3. Whyeveryoneshouldplayit. 4. Lessonsforstrategist.
  3. 3. What is D&D?
  4. 4. From a basement in Lake Geneva.
  5. 5. Gary Gygax & Dave Arneson.
  6. 6. 1974. The woodgrain “brown box” edition of D&D was the first commercially sold roleplaying game, released in 1974 by Tactical Studies Rules (TSR). Only 1000 copies were printed. First edition.
  7. 7. Born from tabletop war gaming. “The typical war gaming enthusiast is overweight and not neat in appearance”.
  8. 8. When geek wasn’t cool. D&D was taking the world by storm. Spawning boardgames, magazines, hobby shops — and a kids TV show by 1983. Circa 1977.
  9. 9. Dangerous games. A satanic panic. In 1987, in an attempt to link D&D to satanism, two pastors wrote a book that condemned role-playing as allowing too much freedom, something the authors regard as a gateway to critical thinking which in turn may result in heretical thought.
  10. 10. Its rules and play- style have evolved. 1974 - Original D&D. 1977 - Advanced D&D. 1989 - Second edition. 2000 - Third edition. 2003 - v3.5. 2008 - Fourth edition. 2014 - Fifth edition. Forty five years & counting.
  11. 11. A renaissance in 
 pop culture.
  12. 12. TV & movies. Featuring in Stranger Things first episode; one of its most terrifying creatures comes straight from D&D. Stranger Things.
  13. 13. Celebrity players. “My house in L.A. is the hub, and all the writers, directors, comedians, actors - we all started playing again”. Joe Manganiello.
  14. 14. Live streaming. Legit D&D, live streamed to people around the world, watched like a TV show. Critical Role.
  15. 15. “Dungeons&Dragonsis seeingitsbestyearever”  Source: Hasbro Chairman and CEO Brian Goldner (CNBC July 2018)
  16. 16. It’s even played in prison.
  17. 17. A brand ecosystem with multiple touchpoints. Books. Podcast & video. Miniatures. Accessories. Technology. 30+ official published books. Hundreds of licensed publications and thousands of fan fiction and unofficial materials. Hundreds: for DM’s, players, campaigns, mechanics etc, not to mention live streams, 
 and video content. A vibrant collecting and painting community: Bones, WizKids, 
 Dwarven Forge, 
 Hero Forge, etc. Boardgames, dice, towers, paper sheets, spell cards, playmats etc. There’s a genuine physicality to the brand. D&D Beyond, Dragon+ and hundreds of third party apps, maps, sound fx systems.
  18. 18. How it works.
  19. 19. An outline 
 of a story. Maps, illustrations, key characters, their motives, the story arc and plot points. As the DM, how you choose to tell that story, is up to you. HOTDQ
  20. 20. How D&D works. Dungeon Master Player choicesStory Random factor (dice) Interpretation
  21. 21. Let’splayagame.
  22. 22. Imagineyou’vejustescaped aterribleorphanage,runby eviltwinsisters…
  23. 23. Tired,hungry,inunfamiliar lands-youcomeacrossa cosydwellingbuiltintoa dyingtree.
  24. 24. The foundations of today’s video games. Inspiring generations of game designers. Open worlds. Character and class selection. Level progression and experience points. Inventory management. Hit points. Etc.
  25. 25. But D&D’s greatest contribution to modern gaming is not mechanics.
  26. 26. Story.
  27. 27. It draws on an innate human desire to tell stories with others.
  28. 28. It’s given us tools to invent entire worlds, simply in our minds.
  29. 29. It asks the question: 
 who do you want to be?
  30. 30. By answering this, you’re propelled to imagine.
  31. 31. And when we use our imagination, the power of storytelling is returned to us.
  32. 32. Meet, Hank. Conflicted heir to noble wealth he’s since forsaken. Seeking atonement in the eyes of his god for a terrible mistake — now bent on cleansing the world of those whom he judges unworthy of life. Who would you be?
  33. 33. Why everyone should play it.
  34. 34. You do the math. • Arithmetic and probability. • Reading and comprehension. • Critical thinking, analysis and reasoning. • Improvisation and problem solving. • Spatial visualization, basic physics. Cognitive skills.
  35. 35. Never split the party. • Collaborative diversity; synergy of skills. • Tolerance, negotiation skills and compromise with other players. • Acceptance of your own character’s weaknesses - self-contentedness. • Overcoming social anxiety and developing extroversion - a safe place to fail. Social skills.
  36. 36. You are whom you design to be. • Good or evil? Lawful or chaotic? • Freudian-like projection of your own personality flaws and fantasies into 
 your character. • Self-reflection in the character 
 qualities and flaws of other players. • By controlling your character’s emotions, you learn to identify and control emotions of yourself - vicarious development. Developmental skills.
  37. 37. “Dungeons&Dragonsisa gatewaydrugtoreading.” Source: Professor Ian Slater,York University
  38. 38. A curricular node. Playing D&D makes you smarter. Countless experiments show significant increase in academic performance derived from the variety of interwoven skills students exercise when playing. “Students willingly used, and further developed, their reading and writing skills while creating stories, narratives and presentations for the project”. “Information has to be synthesized, meaning students have to glean from the reading what is necessary to make a character act in the imaginary world”.
 Sarah Roman: teachingwithdnd.com
  39. 39. Lessons for strategists.
  40. 40. • To get players’ attention you need to explain how outcomes affects them individually. Personalized context 
 is paramount to them giving a shit. The future of creative personalization? • To get players immersed you need to give them a choice to make. Agency creates responsibility, free will is the key to immersion. Should we develop more choice-based brand experiences? • When players are immersed they’ll follow every lead, finding meaning in things because they want to believe. High barrier-to-engagement community building? Lessons for strategists.
  41. 41. • Never assume players will do a certain thing, and don’t over-plan. Stories are fluid, allow them to flow. How can we build adaptation into a static brand narrative? How would we design an adaptive brand? • When you allow players to own the solution, they treasure the outcome. What if a brand demanded participation and offered reciprocity in return? Isn’t that the underpinning of a relationship? • Hiding the prize so it can be found. Nothing worth having is easily won. How about a frictional brand? Lessons for strategists.
  42. 42. • We have a need to make sense of
 the world around us. By making something that doesn’t make sense, we provoke curiosity and desire. How juxtaposition stimulates our mind. • The end may be the purpose, but trying to get there is why they play. The act of shopping for a brand is as important as owning it. • Know your player character’s needs and flaws and create experiences 
 that play into them. Design for unspoken human needs, not just those that are obviously unmet . Lessons for strategists.
  43. 43. Questions?
  44. 44. Done.May 2019 How D&D made me a better strategist.

×