{"id":82,"date":"2018-05-25T14:00:00","date_gmt":"2018-05-25T14:00:00","guid":{"rendered":"http:\/\/briebeau.com\/thoughty\/2018\/05\/25\/approachable-theory-types-of-fun\/"},"modified":"2021-11-16T00:39:25","modified_gmt":"2021-11-16T05:39:25","slug":"approachable-theory-types-of-fun","status":"publish","type":"post","link":"https:\/\/briebeau.com\/thoughty\/2018\/05\/approachable-theory-types-of-fun\/","title":{"rendered":"approachable theory: Types of Fun"},"content":{"rendered":"<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" style=\"margin-left: auto; margin-right: auto; text-align: center;\">\n<tbody>\n<tr>\n<td style=\"text-align: center;\"><a href=\"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-16g8Psq9gCA\/WtlbhT1dTJI\/AAAAAAAB2Lk\/JXg9gxO-XtQVtKll4Z6fRK7Q7SrX3w2rwCPcBGAYYCw\/s1600\/Artboard%2B2%25404x.png?ssl=1\" style=\"margin-left: auto; margin-right: auto;\"><img data-recalc-dims=\"1\" decoding=\"async\" alt=\"The approachable theory logo, with the text &quot;approachable theory&quot; and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.\" border=\"0\" data-original-height=\"264\" data-original-width=\"570\" height=\"148\" data-src=\"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-16g8Psq9gCA\/WtlbhT1dTJI\/AAAAAAAB2Lk\/JXg9gxO-XtQVtKll4Z6fRK7Q7SrX3w2rwCPcBGAYYCw\/s320\/Artboard%2B2%25404x.png?resize=320%2C148&#038;ssl=1\" title=\"\" width=\"320\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 320px; --smush-placeholder-aspect-ratio: 320\/148;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">The approachable theory logo.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><i>Hi all! Today I have a post by Selene Tan on<b> Types of Fun<\/b>! Selene is a game designer who is always up for a design competition, and writes about games and GMing. This post is about types of fun &#8211; the ways we enjoy games &#8211; using a variety of existing theory and talking about how we can understand those things in our own experiences. Selene said she loves &#8220;interacting with dynamic systems that produce unexpected and inspiring outcomes, and it&#8217;s even better with friends!&#8221; So let&#8217;s see what she has to say!<\/i><span style=\"background-color: transparent; color: #222222; direction: ltr; display: inline; float: none; font-family: &quot;arial&quot; , sans-serif; font-size: 12.8px; font-variant: normal; font-weight: 400; letter-spacing: normal; text-align: left; text-decoration: none; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;\"><\/span><br \/><b><i><\/i><br \/><\/b><i>I ask that you <a href=\"http:\/\/www.briecs.com\/2018\/04\/approachable-theory-coming-friday.html\" target=\"_blank\" rel=\"noopener\">remember the requests I put forth<\/a> about treating my writers with respect and understand that a lot of game design theory is still growing, so definitions can be a little fluid.&nbsp;<\/i><br \/><i><\/i><b><\/b><i><\/i><u><\/u><sub><\/sub><sup><\/sup><strike><\/strike><i><\/i><i><\/i><br \/>&#8212;<\/p>\n<div style=\"text-align: center;\">\n<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" style=\"margin-left: auto; margin-right: auto; text-align: center;\">\n<tbody>\n<tr>\n<td style=\"text-align: center;\"><a href=\"https:\/\/i0.wp.com\/4.bp.blogspot.com\/-Z-ejtSh2njk\/WwdcMTr2lcI\/AAAAAAAB6_c\/Xfox5OdIpfoVn41d6wMbDInaXrDYLmQ5ACLcBGAs\/s1600\/IMGP0896.jpg?ssl=1\" style=\"margin-left: auto; margin-right: auto;\"><img data-recalc-dims=\"1\" decoding=\"async\" alt=\"A table with assorted playing components, dice and playing cards, and play sheets and mats.\" border=\"0\" data-original-height=\"1065\" data-original-width=\"1600\" height=\"424\" data-src=\"https:\/\/i0.wp.com\/4.bp.blogspot.com\/-Z-ejtSh2njk\/WwdcMTr2lcI\/AAAAAAAB6_c\/Xfox5OdIpfoVn41d6wMbDInaXrDYLmQ5ACLcBGAs\/s640\/IMGP0896.jpg?resize=640%2C424&#038;ssl=1\" title=\"\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/424;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">A collection of materials for a game of Roar of Alliance (Game and photo by John Sheldon.) during play.&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><\/p>\n<div style=\"clear: both; text-align: center;\"><\/div>\n<\/div>\n<p>Whether you call it \u201cfun,\u201d \u201cenjoyment,\u201d or \u201cinvolvement\u201d: when you\u2019re playing the right game, there\u2019s something that makes you want to play it, and keep playing. But not all games are fun in the same way.<\/p>\n<div><\/div>\n<div>The fun of tactical miniatures combat in D&amp;D 4th edition is different than the fun of a collaborative story\/map-making game like The Quiet Year. There are many types of fun, and while people have preferences, none is intrinsically better than any other.<\/div>\n<div><\/div>\n<div>We can sort these different types of fun into categories. Sorting and labeling experiences is a good way to analyze them, and analyzing game experiences is a key skill for game design. There are schemes that classify games or players, and schemes that classify fun directly. I find schemes that classify players reductive. As a player, I enjoy many kinds of games, depending on my mood and situation. Classifying games is more useful, but again, most games combine different types of fun. I prefer to classify fun because as a designer, those are my building blocks. The types of fun I want to focus on are a key part of my design vision.<\/div>\n<div><\/div>\n<div>It&#8217;s worth comparing several schemes to learn what works for you. The main factors that I consider when deciding on a scheme to use are:<\/div>\n<ol>\n<li>how applicable it is to the kinds of games I want to classify. If there are a lot of experiences not covered by the scheme, some of the types are unused, or most experiences go under one type, the scheme is a bad fit.<\/li>\n<li>how easy it is to remember. If there are too many categories, or the names are confusing, it&#8217;s hard to remember the scheme.<\/li>\n<li>how easy it is to apply. The categories should clearly describe what experiences belong to them, and most experiences should clearly belong to one or two categories, without confusion.<\/li>\n<\/ol>\n<div>I\u2019m including links to several others, but here are three schemes with different approaches that I find <\/div>\n<div>useful for analyzing RPGs.<\/div>\n<h3 style=\"text-align: center;\">Schemes of Fun<\/h3>\n<h4>8 Kinds of Fun<\/h4>\n<div>My personal favorite scheme, and the one that started me on categorizing fun, is<a href=\"http:\/\/algorithmancy.8kindsoffun.com\/\"> 8 Kinds of Fun<\/a>, originally described by Marc LeBlanc as part of the Mechanics\/Dynamics\/Aesthetics framework (<a href=\"http:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/UsefulNotes\/MechanicsDynamicsAesthetics?from=Literature.MechanicsDynamicsAesthetics\">overview<\/a>).<\/div>\n<div><\/div>\n<div>Chris Sniezak at Gnome Stew has<a href=\"https:\/\/gnomestew.com\/general\/the-eight-types-of-fun\/\"> written in more detail<\/a> about the 8 Kinds of Fun for RPGs. Here\u2019s a quick summary of the types:<\/div>\n<ul>\n<li>Sensation: Game as sense-pleasure. e.g. playing with miniatures and detailed terrain, background music, or props; drawing; manipulating dice.<\/li>\n<li>Fantasy: Game as make-believe. e.g. exploring a world from the point of view of a character. This is the most \u201cRPG-y\u201d kind of fun.<\/li>\n<li>Narrative: Game as unfolding story. e.g. playing through a story with cool set-piece encounters, crafting a story together with other players.<\/li>\n<li>Challenge: Game as obstacle course. e.g. dungeon crawls or combat-focused games, any encounter where the point is for players to overcome it with skill.<\/li>\n<li>Fellowship: Game as social framework. Playing as an excuse to hang out with friends. e.g. Kaleidoscope, where you &#8220;remember&#8221; (invent) a movie with friends and discuss it.<\/li>\n<li>Discovery: Game as uncharted territory. e.g. sandbox games, hex crawls, and dungeon crawls.<\/li>\n<li>Expression: Game as soap box or self-discovery. e.g. drawing your character or other game elements, creating detailed characters.<\/li>\n<li>Submission: Game as mindless pastime. In RPGs, this is usually combined with Fellowship. e.g. Kick-in-the-door play where the goal is to defeat baddies without thinking too hard.<\/li>\n<\/ul>\n<div><b>Pros<\/b><\/div>\n<div><b><br \/><\/b><\/div>\n<div>Classifies types of fun, not games or players<\/div>\n<div><\/div>\n<div>Flexible enough to apply to RPGs, board games, and video games<\/div>\n<div><\/div>\n<div>The eight categories cover a wide range while being easy to remember<\/div>\n<div><\/div>\n<div><b>Cons<\/b><\/div>\n<div><b><br \/><\/b><\/div>\n<div>The categories have a video game bias<\/div>\n<div><\/div>\n<div>Some of the word choices seem awkward (submission, soap box)<\/div>\n<div><\/div>\n<div style=\"text-align: center;\">\n<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" style=\"margin-left: auto; margin-right: auto; text-align: center;\">\n<tbody>\n<tr>\n<td style=\"text-align: center;\"><a href=\"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-HSrtye2UaMw\/WwdcMLUzoAI\/AAAAAAAB6_k\/FZcMSiVCWCYzkICTWX7NfYrbY-Dd9DRnQCEwYBhgL\/s1600\/IMGP0895.jpg?ssl=1\" style=\"margin-left: auto; margin-right: auto;\"><img data-recalc-dims=\"1\" decoding=\"async\" alt=\"A table with assorted playing components, dice and playing cards, and play sheets and mats.\" border=\"0\" data-original-height=\"1600\" data-original-width=\"1147\" height=\"640\" data-src=\"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-HSrtye2UaMw\/WwdcMLUzoAI\/AAAAAAAB6_k\/FZcMSiVCWCYzkICTWX7NfYrbY-Dd9DRnQCEwYBhgL\/s640\/IMGP0895.jpg?resize=458%2C640&#038;ssl=1\" title=\"\" width=\"458\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 458px; --smush-placeholder-aspect-ratio: 458\/640;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">I used Roar of Alliance because it has a variety of materials and two parts of play, with strategic combat and &#8220;downtime&#8221; roleplaying making up the game &#8211; both could be very different kinds of fun. (Photo by John Sheldon.)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n<h4 style=\"text-align: left;\">Quantic Foundry Gamer Motivations<\/h4>\n<p>Another scheme is Quantic Foundry\u2019s Gamer Motivations. It classifies reasons that people play games, where each reason is a type of fun. There are two schemes, one for video games and one for board games. The<a href=\"https:\/\/quanticfoundry.com\/2015\/12\/15\/handy-reference\/\"> video games scheme<\/a> has 12 motivations in 6 groups, while the<a href=\"https:\/\/quanticfoundry.com\/2017\/01\/12\/board-game-handy-reference\/\"> board games scheme<\/a> has 11 motivations in 4 groups.<\/p>\n<div><\/div>\n<div>These are the video game groupings:<\/div>\n<ul>\n<li>Action, containing excitement and destruction, e.g. fast-paced combat like Savage Worlds, or causing mayhem in towns.<\/li>\n<li>Social, containing competition and community, e.g. combat in Agon, where whoever deals the killing blow gets more Glory; most D&amp;D play where the party works together; or D&amp;D Adventurer&#8217;s League play, where you&#8217;re part of a larger community.<\/li>\n<li>Mastery, containing challenge and strategy, e.g. dungeons, combat, and character build optimization.<\/li>\n<li>Achievement, containing completion and power, e.g leveling up, stomping enemies, and completing quests.<\/li>\n<li>Creativity, containing discovery and design, e.g. hexcrawls and sandboxes, creating characters, or coming up with unusual uses for items and spells.<\/li>\n<li>Immersion, containing fantasy and story, e.g. speaking and playing in character, following elaborate pre-planned plots, or playing dynamic characters that create emergent plots.<\/li>\n<\/ul>\n<div><b>Pros<\/b><\/div>\n<div><b><br \/><\/b><\/div>\n<div>Data-driven. Quantic Foundry used a combination of survey questions about preferences and favorite games to create clusters of users, then labeled those clusters to get the 11-12 motivations.<\/div>\n<div><\/div>\n<div>Comprehensive. It&#8217;s hard to think of anything not covered.<\/div>\n<div><\/div>\n<div><b>Cons<\/b><\/div>\n<div><b><br \/><\/b><\/div>\n<div>Since the schemes are for video and board games, some categories are barely used while others are heavily used for RPGs.<\/div>\n<div><\/div>\n<div>It&#8217;s hard to remember all 11-12 motivations.<\/div>\n<div><\/div>\n<div>The category &#8220;Immersion&#8221; has a different meaning than its usual meaning in RPGs<\/div>\n<div><\/div>\n<h4>Threefold Model and GNS<\/h4>\n<div>The third scheme is the<a href=\"http:\/\/darkshire.net\/jhkim\/rpg\/theory\/threefold\/\"> Threefold Model<\/a> (Drama, Simulation, and Game), including its descendant,<a href=\"http:\/\/www.indie-rpgs.com\/articles\/3\/\"> Gamism\/Narrativism\/Simulationism (GNS)<\/a>. The Threefold Model and related models classify play styles or modes by what aspect of RPGs is their highest priority.<\/div>\n<div><\/div>\n<div>Gamism is a play style where the highest priorities are challenge and competition. One example is the Dungeon Crawl Classics \u201ccharacter funnel,\u201d where each player starts with multiple Level 0 characters and tries to keep at least one of them alive to Level 1.<\/div>\n<div><\/div>\n<div>Narrativism\/Drama is a play style where the highest priority is exploring theme through character. Different characters address the theme in different ways, and highlight it through decisions. For example, every playbook (character class) in Apocalypse World has a unique take on surviving in the wilderness, from solving everything with guns to building a community.<\/div>\n<div><\/div>\n<div>Simulationism\/Explorative is a play style where the highest priority is to experience a world or characters that have deep, consistent internal logic. Investigating crimes in Mutant City Blues, where the<a href=\"http:\/\/site.pelgranepress.com\/index.php\/the-quade-diagram\/\"> Quade Diagram<\/a> describes how mutant powers relate to each other and therefore what kind of mutant criminal you&#8217;re looking for, is an example of simulationism\/explorative play.<\/div>\n<div><\/div>\n<div><b>Pros<\/b><\/div>\n<div><\/div>\n<div>Created for RPGs<\/div>\n<div><\/div>\n<div>Only three categories to remember<\/div>\n<div><\/div>\n<div><b>Cons<\/b><\/div>\n<div><\/div>\n<div>Lots of arguments and confusion about the definitions of each category<\/div>\n<div><\/div>\n<div>Ignores some common types of fun, e.g. Sensation or Creativity: Design<\/div>\n<h4>Other Schemes<\/h4>\n<div><a href=\"http:\/\/www.darkshire.net\/jhkim\/rpg\/theory\/models\/robinslaws.html\">Robin Laws\u2019 Player Types<\/a><\/div>\n<div><\/div>\n<div><a href=\"http:\/\/blog.brainhex.com\/\">BrainHex Classes<\/a><\/div>\n<div><\/div>\n<div><a href=\"https:\/\/sites.google.com\/site\/amagigames\/the-what-i-like-glossary\">Amagi Games Manyfold Glossary<\/a><\/div>\n<div><\/div>\n<div><a href=\"http:\/\/www.darkshire.net\/jhkim\/rpg\/theory\/models\/blacow.html\">Glenn Blacow&#8217;s Aspects of Adventure Gaming<\/a><\/div>\n<div><\/div>\n<div><a href=\"http:\/\/mud.co.uk\/richard\/hcds.htm\">Richard Bartle&#8217;s Players Who Suit MUDs<\/a><\/div>\n<h3 style=\"text-align: center;\">Using Schemes<\/h3>\n<div>One way to use a classification scheme is to analyze play. I\u2019ve adapted Nathan Paoletta&#8217;s <a href=\"https:\/\/hamsterprophet.wordpress.com\/2006\/07\/10\/rpg-design-handbook-chapter-1-part-2\/\">Two List Method<\/a> for this.<\/p>\n<p>Make a list of all the things you like and dislike when playing RPGs.<\/p>\n<p>Then play an RPG session with that list in mind. Afterwards, write down a new list of things you liked and disliked from that session. If you won\u2019t get to play for a while, make a list from your most recent session, but it\u2019s best to do this while it\u2019s fresh in your mind.<\/p>\n<p>Pick a scheme and classify your list items. For each like, write down the type of fun. For each dislike, write down the type of fun it interferes with, and if applicable, the type of fun it promotes. Don\u2019t worry about forcing things to fit: it\u2019s okay to have some lone items. But if there are a lot, you might want to pick a different classification scheme!<\/p>\n<p>For example:<\/p>\n<p><i>I like to play characters that help people.<\/i> (Fantasy, Expression)<\/p>\n<p><i>I dislike games where everyone plays backstabbing schemers who are out to get each other. <\/i>(Inteferes with: Fellowship, Submission. Promotes: Challenge, Expression.)<\/p>\n<p>You\u2019ll see trends arise from the lists. Some categories will have more items than others, and some reasons will keep showing up.<\/p>\n<p>The categories that keep showing up in your likes are the types of fun you enjoy the most. You have the most experience playing and creating that type of fun, and the strongest intuition for them. You&#8217;ll also find complements: groups of types that keep showing up together, or types that show up occasionally on your list of likes but not in your dislikes. The types that show up on your dislikes list interfere with or detract from the types you enjoy.<\/p>\n<p>When you\u2019re designing a game or wrestling with a mechanic, ask yourself what types of fun you\u2019re aiming for. If the mechanic doesn\u2019t seem to be working, is it encouraging a different type of fun than the one you\u2019re aiming for? Is it related to a fun that interferes with your goal? If you have a design that feels like it\u2019s missing something, try adding one of the complementary fun types.<\/p>\n<p>If you want to read more about classifying and analyzing fun, here are some resources:<\/p><\/div>\n<ul>\n<li><a href=\"https:\/\/www.gamasutra.com\/view\/feature\/130573\/natural_funativity.php\">Natural Funativity<\/a>, Noah Falstein<\/li>\n<li><a href=\"https:\/\/gamedesignconcepts.wordpress.com\/2009\/07\/23\/level-8-kinds-of-fun-kinds-of-players\/\">Game Design Concepts 8: Kinds of Fun, Kinds of Players<\/a>, Ian Schreiber (I recommend the whole course if you want a structured way to learn game design.)<\/li>\n<li><a href=\"https:\/\/www.amazon.com\/Theory-Game-Design-Raph-Koster\/dp\/1449363210\">A Theory of Fun for Game Design<\/a>, Raph Koster (book)<\/li>\n<li><a href=\"http:\/\/www.cs.northwestern.edu\/~hunicke\/MDA.pdf\">Motivations of Play<\/a>, Nick Yee (Quantic Foundry cofounder)<\/li>\n<li><a href=\"http:\/\/www.cs.northwestern.edu\/~hunicke\/MDA.pdf\">MDA: A Formal Approach to Game Design and Game Research<\/a>, Robin Hunicke, Marc LeBlanc, Robert Zubek (Academic paper, it&#8217;s a little dry)<\/li>\n<li><a href=\"https:\/\/www.youtube.com\/watch?v=uepAJ-rqJKA\">Aesthetics of Play &#8211; Redefining Genres in Gaming<\/a>, James Portnow, Daniel Floyd, Shannon Meissner (video)<\/li>\n<li>Unit 3: Play from <a href=\"https:\/\/www.amazon.com\/Rules-Play-Design-Fundamentals-Press\/dp\/0262240459\">Rules of Play<\/a>, Katie Salen and Eric Zimmerman (book)<\/li>\n<\/ul>\n<div style=\"text-align: center;\">\n<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" style=\"margin-left: auto; margin-right: auto; text-align: center;\">\n<tbody>\n<tr>\n<td style=\"text-align: center;\"><a href=\"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-lFS6HOmAFgY\/WwdcMjk5vhI\/AAAAAAAB6_g\/P5YWukqfCRYjpCp49QTTQhycXVdLO3H9wCEwYBhgL\/s1600\/IMGP0897.jpg?ssl=1\" style=\"margin-left: auto; margin-right: auto;\"><img data-recalc-dims=\"1\" decoding=\"async\" alt=\"A table with assorted playing components, dice and playing cards, and play sheets and mats.\" border=\"0\" data-original-height=\"1065\" data-original-width=\"1600\" height=\"424\" data-src=\"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-lFS6HOmAFgY\/WwdcMjk5vhI\/AAAAAAAB6_g\/P5YWukqfCRYjpCp49QTTQhycXVdLO3H9wCEwYBhgL\/s640\/IMGP0897.jpg?resize=640%2C424&#038;ssl=1\" title=\"\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/424;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">Roar of Alliance is a fun game to play, and now after reading Selene&#8217;s article, I can&#8217;t stop wondering how someone would evaluate the game in regards to the type of fun &#8211; what type of fun is your favorite game?<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><\/div>\n<div>&#8212;<\/div>\n<div><b><\/b><b><\/b><b><\/b><u><\/u><sub><\/sub><sup><\/sup><strike><i><\/i><br \/><\/strike><\/div>\n<div><i>Thank you so much to Selene for the excellent article and for making the theories of fun a little more approachable! I learned from reading this article, so I hope you did, too! Please share and keep checking back for more approachable theory!<\/i><\/div>\n<p><i><\/i><\/p>\n<hr \/>\n<p>This post was supported by the community on <a href=\"http:\/\/patreon.com\/briecs\">patreon.com\/briecs<\/a>. Tell your friends! <\/p>\n<p>To leave some cash in the tip jar, go to <a href=\"http:\/\/paypal.me\/thoughty\">http:\/\/paypal.me\/thoughty<\/a>.<\/p>\n<p>If you&#8217;d like to be interviewed for Thoughty, or have a project featured, email <a href=\"mailto:contactbriecs@gmail.com?Subject=Thoughty%20Blog\" target=\"_top\" rel=\"noopener\">contactbriecs@gmail.com<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The approachable theory logo. Hi all! Today I have a post by Selene Tan on Types of Fun! Selene is a game designer who is always up for a design competition, and writes about games and GMing. This post is about types of fun &#8211; the ways we enjoy games &#8211; using a variety of &hellip; <a href=\"https:\/\/briebeau.com\/thoughty\/2018\/05\/approachable-theory-types-of-fun\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;approachable theory: Types of Fun&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"nf_dc_page":"","om_disable_all_campaigns":false,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[390],"tags":[78,97,10,4,17,47,48,67,8,15,12,96,26,42,23,18,94],"class_list":["post-82","post","type-post","status-publish","format-standard","hentry","category-archive","tag-approachable-theory","tag-fun","tag-game-design","tag-games","tag-gaming","tag-larp","tag-live-action-roleplaying-games","tag-players","tag-roleplaying-games","tag-rpg","tag-rpgs","tag-selene-tan","tag-story-games","tag-tabletop","tag-tabletop-games","tag-tabletop-rpgs","tag-text-rp"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/paHOcG-1k","jetpack-related-posts":[{"id":93,"url":"https:\/\/briebeau.com\/thoughty\/2018\/04\/approachable-theory-coming-friday\/","url_meta":{"origin":82,"position":0},"title":"Approachable Theory: Coming Friday!","author":"Beau J\u00e1gr Sheldon","date":"April 18, 2018","format":false,"excerpt":"Hi all, I have a new series (only a few coming up so far, but it's here) called approachable theory\u00a0that's going to focus on writing posts about game theory, design, and similar topics in a tone that's approachable for new gamers, non-academics, and designers who are getting their start. I'm\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The approachable theory logo, with the text \"approachable theory\" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.","src":"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-16g8Psq9gCA\/WtlbhT1dTJI\/AAAAAAAB2Lg\/xrSC7VTetLk7qhvaWBSEq3YjsTdP7mV2gCLcBGAs\/s400\/Artboard%2B2%25404x.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":86,"url":"https:\/\/briebeau.com\/thoughty\/2018\/05\/leading-with-class\/","url_meta":{"origin":82,"position":1},"title":"Leading with Class","author":"Beau J\u00e1gr Sheldon","date":"May 8, 2018","format":false,"excerpt":"Hello all,For the past several months I've been gearing up to start a new project called Leading with Class. Leading with Class is a web series I'm doing to teach leadership theory and practice using roleplaying games! It's so exciting to have it together!There's a Patreon for the project and\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":2355,"url":"https:\/\/briebeau.com\/thoughty\/2021\/01\/approachable-theory-defining-game-genres\/","url_meta":{"origin":82,"position":2},"title":"approachable theory: Defining Game Genres","author":"Beau J\u00e1gr Sheldon","date":"January 24, 2021","format":false,"excerpt":"Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren't\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The approachable theory logo with a face made out of two squares with dots in them like dice and a smile.","src":"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2021\/01\/approchabletheorylogo.png?fit=570%2C264&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2021\/01\/approchabletheorylogo.png?fit=570%2C264&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/briebeau.com\/thoughty\/wp-content\/uploads\/2021\/01\/approchabletheorylogo.png?fit=570%2C264&ssl=1&resize=525%2C300 1.5x"},"classes":[]},{"id":85,"url":"https:\/\/briebeau.com\/thoughty\/2018\/05\/approachable-theory-tabletop-rpg-dice-math\/","url_meta":{"origin":82,"position":3},"title":"approachable theory: Tabletop RPG Dice Math","author":"Beau J\u00e1gr Sheldon","date":"May 9, 2018","format":false,"excerpt":"approachable theory logo. (By Brie Sheldon)Hi all! I have a post today from Michael \"Karrius\" Mazur (email) about tabletop RPG dice math. Michael is a tabletop RPG player, more often a GM than not, and in his own words, he's \"always had an interest in tinkering with and designing game\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The approachable theory logo, with the text \"approachable theory\" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.","src":"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-16g8Psq9gCA\/WtlbhT1dTJI\/AAAAAAAB2Lk\/JXg9gxO-XtQVtKll4Z6fRK7Q7SrX3w2rwCPcBGAYYCw\/s320\/Artboard%2B2%25404x.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":46,"url":"https:\/\/briebeau.com\/thoughty\/2018\/09\/approachable-theory-post-consent-safety-paradigm\/","url_meta":{"origin":82,"position":4},"title":"approachable theory: Post-Consent Safety Paradigm","author":"Beau J\u00e1gr Sheldon","date":"September 26, 2018","format":false,"excerpt":"Hi all! Today I have a post from J Dymphna Coy on the subject of post-consent safety paradigm. For some advance clarity, consent is basically whether or not we grant permission for people to do a given thing. And if you click here, you can find some references for the\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The approachable theory logo, with the text \"approachable theory\" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.","src":"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-udzbDdtRSj4\/W6q9cah48mI\/AAAAAAAAAeI\/GI7EpFdNrdYL-mkKHCAw4JXVN2dsDOwAQCLcBGAs\/s320\/Artboard%2B2%25404x.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":91,"url":"https:\/\/briebeau.com\/thoughty\/2018\/04\/approachable-theory-complexity-in-game-design-by-jacob-kellogg\/","url_meta":{"origin":82,"position":5},"title":"approachable theory: Complexity in Game Design by Jacob Kellogg","author":"Beau J\u00e1gr Sheldon","date":"April 20, 2018","format":false,"excerpt":"The approachable theory logo.Today's approachable theory post is by Jacob Kellogg, creator of the new Journey Away rpg on Kickstarter, and is about complexity in game design! Find out more about Jacob after the post! Please read and enjoy.\u00a0Jacob Kellogg, selfie portrait.Complexity in game design can be a touchy subject.\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"The approachable theory logo, with the text \"approachable theory\" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.","src":"https:\/\/i0.wp.com\/3.bp.blogspot.com\/-16g8Psq9gCA\/WtlbhT1dTJI\/AAAAAAAB2Lg\/h9enj5rGCVIABh4udhBlauu_FeoWGAOkgCEwYBhgL\/s320\/Artboard%2B2%25404x.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]}],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/82","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/comments?post=82"}],"version-history":[{"count":0,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/82\/revisions"}],"wp:attachment":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/media?parent=82"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/categories?post=82"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/tags?post=82"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}