David LaFreniere of the Discern Realities Podcast joins me to talk about what is enjoyable about role playing games, the origin of the DR podcast, why Dungeon World is a great game, Ramshackle Crow, and the best ways to start a session.
In the second section, David and I discuss data about evil thoughts, video game data regarding multiple good/evil play-through’s, and a classic psychological study of the 1960’s Milgrim Obedience experiment.
Data: David M. Buss (Professor of Psychology and Author at U of T, 2011): of 5,000 participants, 91% of men, 84% of women report fantasizing about killing people they don’t like.
Data: Statistics presented by Microsoft Amanda Lange at the Game Developers Conference 2015 showed that, in narrative games where “good” and “evil” were clearly defined as story paths, only 5 percent of players opted for “evil” on a first play-through. The number jumped to around 50 percent on a second run. https://www.polygon.com/2015/3/3/8144573/game-players-evil-choices
Data: Milgram Obedience experiment (July 1961, Yale): Participants A were lead to believe that they were shocking Participant B by pushing a button. Data shows that ~65% of participants administered the final 450 volt shock, killing Participant B. Psychiatrists predicted less than 2% would complete the experiment.