Tabletop Role-playing Games (TRPG) and Group Coherence

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1 Tabletop Role-playing Games (TRPG) and Group Coherence Av: Martin Danielsson Handledare: Fatima Jonsson Södertörns högskola | Institutionen för naturvetenskap, miljö och teknik Kandidatuppsats, 15 hp Medieteknik | HT2020‒VT2021

Transcript of Tabletop Role-playing Games (TRPG) and Group Coherence

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Tabletop Role-playing Games (TRPG) and Group Coherence

Av: Martin Danielsson Handledare: Fatima Jonsson Södertörns högskola | Institutionen för naturvetenskap, miljö och teknik Kandidatuppsats, 15 hp Medieteknik | HT2020‒VT2021

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Rollspel och gruppkoherens En enkät- och intervjustudie

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Abstract Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games

(PnP-RPGs), are games that can be described as a mix between board games and improvi-

sational theatre. Each player takes on the role of a single character, while the game’s leader

(GM or DM) is in charge of both simulating the game world, acting out all remaining

characters and facilitating the game rules. The games are often played in campaigns,

continual stories told over several gameplay sessions. This thesis investigates whether

players’ types/characteristics and preferences affect the enjoyment of play, and in particu-

lar whether being coherent with the rest of the role-play group in these respects affects the

enjoyment of TRPG play. The research questions were addressed primarily by a survey

among TRPG players that received 1,982 completed questionnaires. These were then

analysed by correlation and factor analyses in order to find connections between responses.

The thesis work shows that the length and depth of previous experiences have almost no

correlation to the level of enjoyment. Some aspects of the game itself contributed to the

enjoyment, but a clearer factor was that of group coherence – if the player perceives the

group to have the same or similar stances as him/herself on game preferences.

Keywords: tabletop role-playing game, pen-and-paper role-playing game, group

coherence, game enjoyment, satisfaction

Abstrakt Bordsrollspel (TRPGs), även känt som penna-och-papper-rollspel (PnP-RPGs), är en typ av

spel som kan beskrivas som en blandning mellan brädspel och improvisationsteater. Varje

spelare antar rollen av en karaktär, medan spelledaren (GM eller DM) ansvarar för simu-

leringen av spelvärlden, agerandet av resterande karaktärer samt ansvar för regelhållningen.

Denna uppsats undersöker om spelartyper (egenskaper) och deras preferenser påverkar

spelglädjen, och i synnerhet huruvida det är viktigt att ha samma uppfattning som den övriga

gruppen i dessa frågor (gruppkoherens). Forskningsfrågorna besvarades huvudsakligen

genom en enkätundersökning bland TRPG-spelare som gav 1982 komplett ifyllda enkätsvar.

Dessa analyserades sedan med korrelations- och faktoranalyser för att hitta kopplingar

mellan svaren. Uppsatsen visar att längden och djupet av tidigare spelupplevelser nästan inte

har något samband med nivån av spelglädje. Några aspekter av själva spelet bidrog däremot

till spelglädjen, och den tydligaste faktorn var gruppens koherens – om spelaren uppfattar att

gruppen har samma eller liknande ståndpunkter som sig själv när det gäller spelpreferenser.

Nyckelord: bordsrollspel, penna- och papper-rollspel, gruppkoherens, spelglädje, nöjdhet

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Table of Contents

Abstract .......................................................................................................... 3

Abstrakt .......................................................................................................... 3

Table of Contents ........................................................................................... 4

Introduction .................................................................................................... 5

Related Research ........................................................................................... 6

Frame Analysis .................................................................................................... 6

Player Typology ................................................................................................... 7

Purpose and Research Question ................................................................ 10

Research Design and Method ..................................................................... 11

Quantitative Survey ........................................................................................... 12

Qualitative Interviews ........................................................................................ 20

Data Collection ............................................................................................. 21

Data Analysis ............................................................................................... 23

Interviews ........................................................................................................... 34

Results .......................................................................................................... 38

Discussion .................................................................................................... 39

Conclusions ................................................................................................. 41

References.................................................................................................... 43

Appendix A ................................................................................................... 45

Appendix B ................................................................................................... 46

Appendix C ................................................................................................... 47

Appendix D ................................................................................................... 53

Appendix E ................................................................................................... 55

Appendix F ................................................................................................... 56

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Introduction

Tabletop role-playing games, also known as pen-and-paper role-playing games,

shortened as either TRPG or PnP-RPG, is a unique medium of games that effectively

plays like a mix between its combat-simulating wargaming roots (Mizer, 2015, Ch. 1),

and the freeform role-play of its later off-shoot, Live-action role-play (LARP)

(Rognli, 2008). It is a style of game in which the participants live out their characters’

lives through speech acts or (in earlier forms, still in play) letters (or nowadays

emails). The participants mentally embody the actions of their fictive characters in

accordance with both their predetermined character attributes and by acts allowed

according to an often rather formal set of rules. Additionally, there is often an element

of chance and probability involved, allowing outcomes to be partially decided by dice

rolls. Under these rules, the players can improvise, akin to improvisational theatre but

lacking the body-acting part, whilst being governed by a stricter set of rules. An

important aspect of the play is not only to act but also to make decisions. The

decisions made by the players as their alter egos, together with the GM (see below),

determine the path the game takes.

The combination of decision and game rules govern the unfolding of a co-created

story. Almost all role-play groups have a game master (GM) that creates and

maintains the scenario in which the players act out their characters.1 The GM is in

control of the fictive world while the other players act out and make decisions

according to how they interpret what their fictive characters should do. The GM

controls the play by consulting the rules and/or making his/her own decisions on

consequences of acts and decisions, and then feeding back the results to the players.

A range of academic theories has been developed (Torner, 2018), attempting to

explain phenomena encountered in tabletop and pen-and-paper role-playing games.

The next section will discuss related research relevant to the thesis work.

1 In the survey in this thesis, only 5 respondents out of 1,982 stated that their group did not have a GM.

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Related Research

The related research that is relevant for this work can be divided into two parts. Frame

analysis deals with the context in which a play unfolds while player typology rather

looks at the players themselves and tries to categorise them into different player

categories. Both lines of research are interesting to explore for this thesis.

Frame Analysis

Much of the early studies on TRPGs have been ethnographic in nature (Cover, 2010,

Introduction chapter) and focused on conducting frame analysis on role-players

(White, 2020, Ch. 4), which interprets role-players as jugglers of different frames of

reality during play. In one of the approach’s most recent iterations, the frames listed

are: the diegetic character frame, the constative frame, the narrative frame, the player

frame, and finally the “primary framework”, which is reality as we know it (Mizer,

2015, Ch. 1). Meanwhile, Waskul and Lust equate their model of the “person-player-

persona trinity" to frames, saying that TRPG play is done by people with social roles,

who take on additional roles as both players and player characters and have to

navigate between these. They also argue that the frames of role-play might not be so

different from the variety of social roles we inhabit in real life (Waskul and Lust,

2004). While the exact definition of each frame varies between authors, the use of

frame analysis overall is common (White, 2020, Ch. 4). However, Mizer (2015, Ch.

1) and Cover (2010, Ch. 9) criticize frame analysis for being unable to capture the

finer nuances of the role-play experience, suggesting a more phenomenological

approach, which Mizer commits to in his phenomenologically coloured ethnographic

exploration of the worlds formed during TRPG play (2015, Ch. 1).

Ron Edward’s Forge Theory (White, 2020, Ch. 4; Boss, 2008) is “a body of role-

playing game theory”, the ideas of which “offer an outline of the structure of role-

playing and describe techniques used in tabletop and other role-playing games.”

(Boss, 2008). Often referenced in TRPG literature is Forge Theory’s Big Model, a

diagram which, as Boss (2008) puts it, serves as the “central organizing representation

of the concepts of the theory...” The Big Model sticks out as one of the most

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ambitious attempts at a single, unified TRPG theory. Without commenting on its

effectiveness, White (2020, Ch. 4) argues that the Big Model itself can “be understood

as a kind of frame-theoretic approach, or at least as being consistent with one, with

Creative Agenda occupying a very interesting conceptual position in the model,” and

that “there appears to be significant conceptual overlap between the Big Model and

scholarly frame-analytic approaches to RPGs.” An example of this is how the Big

Model’s concept of Social Contract can be seen as mirrored in Fine’s, Mackay’s and

Cover’s (2010, Ch. 5) research, referred to there as “primary framework”,

“idiocultural frame” and “social frame” respectively (White, 2020, Ch. 4).

Player Typology

Attempts have been made to categorize role-players into different player types. As

Hamari and Tuunanen (2014) put it, in their meta-synthesis of previous player

typology studies within the broader scope of video games: “The goal of segmentation

is to identify groups of people that are as homogenous as possible, but that differ from

each other in a significant way.” Hamari and Tuunanen’s findings may not apply

directly to TRPGs, since video games are played differently, but naturally the benefits

of segmentation could. There is not yet any consensus on which of the many TRPG

player typologies is best, however, nor is the available research adamant in proving

the usefulness of one typology above the other. This could be considered a gap for

future research to fill. Attempts at formulating a TRPG player typology seem to have

been driven mostly by a communal need for shared terminology, with which to enable

more accurate discourse across the diversity of games and play-styles within the

medium. On occasion, player typologies have also appeared as results of TRPG

market research, such as the Wizards of the Coast’s model of four player categories:

the character actor, the storyteller, the thinker, and the power gamer. The survey

which served as the origin for the typology reported an even split between the player

types, approximately 22 percent each, with another 12 percent falling somewhere in

the middle (Cover, 2010, Ch. 9). It could be argued that the even statistical divide

implies a working segmentation.

However, like most discussions on TRPG theory, most attempts at player typology

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have taken place in online forums and in published RPG fan-magazines (Torner,

2018). One of the most academically discussed player typologies is “GNS” of Forge

Theory, GNS being short for Gamism, Narrativism, and Simulationism. Important to

note is that Boss refers to GNS not as a typology, but as three “agendas”, which are

“mutually incompatible”, which helps illustrate GNS’s relation to The Big Model’s

concept of Creative Agenda, which “describes a player’s aesthetic preferences and

choice in play.” (2008). Additionally, when Torner (2018) compares GNS to the often

referenced “Bartle types” typology of Multi-User Dungeon players (Hamari and

Tuunanen, 2012), White (2020, Ch. 4) somewhat objects to this. White highlights that

GNS has been argued to not just indicate an individual’s preferences but to also refer

to patterns in the game design itself, as well as the total style of play emerging from a

role-play group. In this regard, GNS and other aspects of the Big Model might defy

normal definitions of a player typology but are nevertheless useful for analysing

different playstyles. For instance, the Big Model presents a variable such as Stance.

Stance, according to Boss, “refers to the attitude or mental positioning a player takes

with respect to their character and the other elements of the Shared Imagined Space”

(2008). In a way, this is yet another expression of playstyle, which in and of itself

could constitute a typology, or at least an axis of one. In this manner, many aspects of

the Big Model might be able to function as types of TRPG player typologies, not

merely GNS.

White (2020, Ch. 4) also highlights the TRPG community’s critiques of Forge

Theory, such as a perceived lack of granularity in GNS, how it may negatively divide

players, accusations of bias towards Narrativism as a more sophisticated style of play,

and accusations towards the entire Forge for trying to take the fun out of RPGs.

Meanwhile, Boss (2008) doesn’t offer the same nuance, perhaps partially due to the

fact that she isn’t focused on the reception of The Forge, just its theories.

Cover (2010, Ch. 9) and Torner (2018) both claim that one of the most well-known

theories about styles of play is the Threefold Model, consisting of the dramatist, the

simulationist, and the gamist “gameplay types”, each of which Mason (2004) instead

refers to as “stances”, which counterintuitively enough, has no relation to the Stances

of Forge Theory. Indeed, this is a predecessor to GNS, coined in the Usenet group

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rec.games.frp.advocacy (RGFA) many years prior. The model has a few notable

differences to GNS, however, one of which is how Dramatism is different from what

GNS’s Narrativism came to be. In White’s (2020, Ch. 4) words: “Fairly rapidly,

Narrativism came to be understood as having to do with emphasizing techniques that

prioritized the creation of story in play, in the sense of presenting players with

thematically resonant or meaningful choices for their characters, without including a

type of ‘story creation’ that fit within RGFA Dramatism, that of the GM trying to lead

players through a preset plot or storyline”. It could be argued that Forge Theory’s

GNS is more relevant today, being an iteration of the Threefold Model, but the

available literature seems to suggest that the Threefold Model itself is more well-

known. On the other hand, GNS has the benefit of being part of the larger Big Model,

which has uses beyond what the Threefold Model can offer. In the end, it is hard to

discern if either model is “superior” in any way. As Torner (2018) writes: “Each time,

a new piece of theory wishes to end fruitless debate and provide a big ecumenical tent

of tolerance, yet by contributing a new piece that disagrees with previous ones, it does

the opposite: continue the debate.”

With this, maybe the choice of a specific typology over another is less of a concern.

Typologies may create division, but there is nonetheless an underlying fact that TRPG

players play in many different ways, a fact which might be of higher importance than

typology choice. A common standpoint amongst the literature is, as Tychsen et al.

(2008) put it: “if the players have very disparate aims when playing the game, this

might result in confrontations, disagreement, and/or frustration, and thus lower

enjoyment. On the other hand, a well-functioning group might find the game sessions

to be more enjoyable due to the positive group dynamics.” This is echoed by

Edwards, one of the authors behind Forge Theory, saying that “players have different,

sometimes conflicting preferences about desired styles of play” (Boss, 2008).

Naturally, this is already expressed in the TRPG community itself in many ways, one

being the dichotomy of OSR vs. Story Games, which Mizer (2015, Ch. 1) reports are

two significantly distinct camps. However, he does admit that “the borders are as

fuzzy as any cultural divisions”, and Torner (2018) holds that “Despite occasional

status battles … the two communities overlap significantly”, even if it isn’t entirely

clear which significant overlaps Torner is referring to.

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Purpose and Research Question

The purpose of the study undertaken is to find out what constitutes components of a

satisfying TRPG play experience in terms of player types, characteristics, and

preferences. Are there any patterns or clues to more or less satisfied players and

groups to be found in the game setup, the way the groups are set up, or in the earlier

experiences of players? While there has been research conducted about TPRGs in

general, there seems to be none2 addressing how the playgroups function when it

comes to group coherence, i.e. how similar a particular player’s views and preferences

are to the other group members and if that has an impact on the satisfaction of playing

the game.

The research question is formulated as an overarching question pertaining to the

overall discussion in the section above, with an emphasis on groups in the form of a

sub-question.

Research question: How do player typology and play preferences affect the enjoyment

of play in tabletop/pen-and-paper RPG play? And, in particular, how does perceived

group coherence in player typology and play preferences affect the enjoyment of play

in role-playing?

The research is limited to tabletop (TRPG) and pen-and-paper (PnP-RPG) games and

does not include computer-based role-playing games (CRPGs) in general, neither

classical CRPGs nor MMORPGs (such as World of Warcraft and similar). The

research does not address the internal group dynamics in groups (group psychology)

but limits itself to the experienced group coherence by individual players and its

effects on gameplay satisfaction.

2 At least, the author found none during an extensive literature search.

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Research Design and Method

The research questions were addressed by the design of a mixed-method process

(Creswell, 2014, Ch. 10). In a mixed-method study, both quantitative and qualitative

methods of collecting data are used in conjunction. A quantitative method is used for

collecting rather close-ended data in the form of predetermined questions, in this case

asked using an online survey method hosted by Google Forms. A qualitative method,

on the other hand, is used for collecting more open-ended data that cannot be captured

by predetermined questions.

Since the aim of this thesis was to probe a reasonable sample of the table-top playing

community, a qualitative method like a survey was the only possibility to reach out

far enough to be able to collect and analyse the data required for the study. And only a

statistic software package could reasonably analyse what in the end became close to

one hundred thousand data points. But a survey cannot by itself catch the finer/deeper

details of the research questions. Therefore, the quantitative data collected by surveys

was supplemented with a set of semi-structured deep interviews after the survey data

had been collected and partly analysed.

It is important that the quantitative and qualitative parts of the research design are

well integrated. This way, they can build on each other and compensate for each

other’s weaker properties. In this thesis, the integration was done as follows: While

the survey was being designed and constructed, ideas on which questions could not go

deep enough in a survey were kept note of. This set of notes became one basis for the

interview template for the qualitative part. Further, during pilot testing additional

insights into what would not be captured in a 15-minute survey were gathered. Thus,

even though the interviews were conducted after the surveys, the interview template

began its development in parallel and as an integral part of the total research design. It

was also decided that each respondent in the interview study should prepare

beforehand by taking the survey in order to better facilitate a semi-structured

discussion around the same questions and statements that were asked to the survey

respondents. This way, an integration between the two parts of the research design

was achieved, and the interviews were guided in a direction that would enhance the

quantitative study and facilitate a deeper analysis and understanding of the results.

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Quantitative Survey

The quantitative research design is based on an earlier study on tabletop and computer

role-playing games (TRPGs and CRPGs) and uses their design for enabling analyses

of the data collected (Tychsen et al., 2008). The design uses a method based on a

measure for evaluating the satisfaction of RPG players called a FUN construct that in

their adaption to RPGs consists of five components, see Table 1.

Table 1: FUN construct factors (from Tychsen et al., 2008)

Temporal Dissociation (TD): The degree to which the player felt time passing quickly, suggesting a high level of engagement in the activity. Focused Immersion (FI): The degree to which the player felt immersed in and focused on the game. Heightened Enjoyment (HE): The degree to which the player enjoyed the gaming experience. The questions as-sociated with the HE sub-construct directly allowed the players to state their enjoyment of the experience. Narrative Engagement (NE): This sub-construct captures the degree to which players felt they were actively en-gaged with and joined in the game. Intention to Revisit (IR): The degree to which the player, given the opportunity, would want to revisit the experi-ence.

The FUN construct was originally presented in (Newman, 2005), but it then only

contained the first four categories and was intended for investigating improvisational

theatre rather than role-playing games. The extensions by (Tychsen et al., 2008) make

the FUN construct more suitable for RPG research.

For each category, two questions were prepared for the survey questionnaire. The

questions and their categories are shown in Table 2.

Table 2: FUN statements

Q FUN Statement P/N

F1 TD Most sessions, I feel like time passes quickly. P

F2 TD I’d like to take more or longer breaks during sessions. N

F3 FI I often do things in the background when my character isn’t involved, like using my phone, browsing the internet, grinding in a video game, etc. N

F4 FI During sessions, I spend most of the time deeply focused on the gameplay, game world, or story, imagining the characters, events, and encounters. P

F5 HE-S I enjoy playing my character(s) a lot. P

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Q FUN Statement P/N

F6 HE-O I enjoy the play-styles of my fellow group members a lot. P

F7 NE-I Most of the time, I feel like my character is making a difference in the story and/or game world. P

F8 NE-M I seldom feel there is an opportunity out-of-session to influence the content of the campaign. N

F9 IR Most of the time, I look forward to sessions a lot. P

F10 IR I’d be sad to see this campaign end, even if our group would start a new one together. P

F11 ** I’m happy with the campaign so far. P

F12 IR I’d hesitate to start a new campaign with this group, should this one end. N

F13 HE-O I often wish my fellow players played their characters differently. N

In the original survey, the first 11 questions were asked – two from each category plus

a general satisfaction question (F11, marked ** since it does not belong to any

particular FUN category but is rather an overall measure). Two categories also have

subcategories: HE can be subdivided into HE-S (Heightened Enjoyment due to self)

and HE-O (Heightened Enjoyment due to others) which are both represented with one

statement each. Similarly, NE can be subdivided into NE-I (Narrative/Play

Engagement due to in-game agency) and NE-M (Narrative/Play Engagement due to

meta-level agency) which are also present with one statement each. The P/N column

indicates whether a statement is positive or negative with respect to satisfaction, and

thus whether a satisfied player would score it high or low on a Likert scale (the study

uses 5-point Likert scales).

In the follow-up survey (discussed below under Data Collection), two more

statements were added. It was found from the original survey that the negatively

worded statements F2, F3, and F8 were much less indicative than the positive ones.

To investigate if that was due to the negative format itself or the particular content of

the statements (and thus increase the internal validity), two more negative FUN

statements were added (F12 and F13).3 The other 11 statements remained unaltered.

The FUN statements were preceded in the questionnaire by statements (called B-

statements in the survey) concerning the GNS aspects of TRPG games. As noted

above on player typology, Gamism, Narrativism, and Simulationism are the player

types, sometimes referred to as agendas. Further, Simulationism can be divided into

3 There was no sign of a general ineffectiveness associated with negative statements in either

(Newman, 2005) or (Tychsen et al., 2008).

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the labels System Integrity (SSI), Setting Believability (SSB), Situation Focus (SSF),

Character Believability and Integrity (SCB), and Adherence to Source Material (SAS),

thus creating seven categories in total (White, 2020; Boss, 2008). In order to map out

which category or categories each responding player belongs most to, and to what

degree, a set of statements were designed in the form of pairs of stances, one from

each GNS category. In Table 3, the GNS statements are shown.

Table 3: GNS statements

Q GNS Statement

B1 G‒

SCB+

If my character has a significant flaw that becomes relevant during a tense mo-ment in-game, I would still want to act out the flaw, even if it would be costly or dumb from a tactical standpoint, to stay true to my character.

B2 G+ N‒

It is more important to me that scenes challenge my thinking and/or decision-mak-ing, rather than pose questions about human existence, culture, or society. In the end, I find difficult battles and/or mysteries a lot more interesting than exploring moral dilemmas or social issues.

B3 G+

SSI‒

I prefer it when GMs reward players for being smart, creative, or extra engaged, by handing out additional benefits to their attempted actions, like bonuses to skill checks. Ideally, I'd want GMs to do this, even if the extra rewarding of players isn’t included in the rules as written.

B4 SSI+ SSB‒

If a supposedly powerful enemy is found to be easily killable through an unfore-seen and convenient exploit, then congratulations to the player who found it. They should be able to use the exploit freely, even if it would imply that everyone else in the game world has been too dumb to consider it themselves.

B5 G‒

SSB+

If the GM would allow an unintelligent enemy to wield complex weaponry or magic, just to offer us a more challenging fight, I’d be skeptical. If the GM wouldn’t soon offer a plausible explanation as to why the enemy knew how to use the ad-vanced tools, it would become harder for me to care about the setting, and I'd have less fun.

B6

SSB+

SSF‒

As a believable, functioning society, an in-game city should have citizens capable of dealing with important problems. Unless the player characters really are the best fit for the job, I’d expect NPCs to have begun elsewhere, perhaps even solved part of the mystery themselves. To me, it isn’t enough that a mission is given to players “just because”, even if the mission is exciting enough to build a campaign around.

B7 SSB‒ SAS+

If I were to play a campaign set in a premade setting that I am a big fan of, I would prefer the GM to be faithful to the premade setting, even at points where the orig-inal work may arguably have inconsistencies or oddities in its world-building.

B8 SCB‒ SAS+

For a campaign with a more serious tone, I’d dislike if a fellow player came with a very light-hearted character and vice versa. In my opinion, if a character breaks the tone assumed by the setting or campaign, that character will detract from play, and should preferably be tweaked to better fit in.

B9 SSI‒ N+

I am personally in favor of disregarding the rules at times where following them would be to miss a good storytelling moment. For instance, if characters very cen-tral to the plot should have died according to the rules, I am in favor of letting them survive anyway, if them being alive serves the story exploration better than them being dead.

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Q GNS Statement

B10 SSB‒ N+

In an otherwise medieval fantasy setting, it might be weird to include a technologi-cally advanced civilization of robots. However, if the robots aided one of the play-ers in the thematic exploration of what it means to be human, a question very cen-tral to their character, then I would quickly forgive the leap in world-building logic since its inclusion gave way to good storytelling.

B11 SSF‒ N+

I prefer when the story can be free to go wherever needed in the exploration of deeper topics, rather than being limited to a specific pre-defined situation, mis-sion, or activity. Instead of events unfolding only based on logical progression, ide-ally events are designed by both GM and players to challenge the beliefs of the characters and to pose questions about what really matters.

B12 SCB‒ N+

I’m fine with tweaking a character’s backstory on the fly or justifying their behav-iors in hindsight, if it helps us tell a more interesting story. To me, the original vi-sion for a character is secondary to actually telling a great story together. I’d prefer if all players prioritized interesting contributions to the storytelling when making their characters.

B13 **

It is important to me that all participants, including the GM, are happy with what happens in the campaign. I’d much rather find a compromise than hold on to prin-ciples and/or ideals. In the end, what’s most important is that everyone enjoys themselves and gets along.

B14 **

Certain principles and/or role-playing ideals are very important for my enjoyment of play. I wouldn’t want to be in a campaign where these ideals would need to be disregarded, even if it was for sake of everyone getting along and having fun, as playing without these principles would make it hard for me to have fun myself.

The reason for the pairwise format is because a dedicated TRPG player would

probably appreciate most GNS aspects if asked about them in isolation, as opposed to

asking for a choice between them at points where they come into conflict. This may

stem from the fact that TRPGs often incorporate all aspects of GNS to some degree

(White, 2020, Ch. 4). This would create answers at the upper end of the scale, which

would be harder to analyse. By avoiding this, it consequently becomes easier and

more reliable to ask whether the player’s group members would agree or disagree

with the statements.

The first column of the table contains the numbering of the statement. The GNS

statements in the original survey are numbered in the B-series and range from B1 to

B13 (B14 was added in the follow-up survey). For each statement, the respondents are

asked how much they agree with the statement on a 5-point Likert scale from 1 =

strongly disagree to 5 = strongly agree. The second column shows which two of the

seven GNS-categories that the statement concerns – one in a positive way (+) and the

other in opposition (‒). The legends of the categories are as in Table 4.

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Table 4: GNS categories derived from types and subtypes

G Gamism

SSI Simulationism: System Integrity

SSB Simulationism: Setting Believability

SSF Simulationism: Situation Focus

SCB Simulationism: Character Believability and Integrity

SAS Simulationism: Adherence to Source Material

N Narrativism

Since there are seven categories, there are (7∙6) / 2 = 21 possible pairwise statements.

This would have been too much since the entire survey (consisting of three parts) was

designed to take no more than 15 minutes to complete. This was felt to be the

maximum that could be asked from strangers on internet forums where the sampling

was to take place. Therefore, a selection had to be made where all categories were

covered. The goal was to cover the big and non-multi-faceted categories (G and N)

with 4‒5 statements each and then the various S-categories with at least 2‒3

statements each. Statements B13 and B14 are general statements that do not belong to

any category in particular.4 Table 5 maps out the positive vs. negative components of

each pairwise statement.

Table 5: Pairs of GNS categories in survey statements

B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12

Gamism (G) ‒ + + ‒ Simulationism: System In-tegrity (SSI) ‒ + ‒ Simulationism: Setting Be-lievability (SSB) ‒ + + ‒ ‒ Simulationism: Situation Focus (SSF) ‒ ‒ Simulationism: Character Believability and Integrity + ‒ ‒ Simulationism: Adherence to Source Material (SAS) + +

Narrativism (N) ‒ + + + +

For each B-statement (B1‒B13), there was a corresponding C-question directly

following. The C-questions were always the same, asking the respondent about how

4 B14 was only present in the follow-up survey.

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many fellow participants in the campaign he or she thought would share his or her

view on each of the B-statements. There were thus as many C-questions as there were

B-statements.5

Table 6: Group coherence questions

Q GNS Statement

C ** How many participants in your current campaign (except yourself) do you think would AGREE with your answer to the previous question?

D ** How many participants in your current campaign (except yourself) do you think would DISAGREE with your answer to the previous question?

In the analysis of the original survey, there could be seen some skew in the data that

could possibly emanate from response biases. There were two kinds of possible

biases. (i) The respondents might be more willing to agree to a statement than to

disagree. (ii) The respondents might be inclined to think that the other group members

agree with them, or the respondents might tend to answer about the group in general

rather than in relation to the particular statement in question. To investigate that, two

actions were taken prior to sending out the revised follow-up study. (i) For half of the

B-statements, the phrases were reversed, now supporting the previously opposed

GNS-category and vice versa. For the revised statements, the same C-questions were

kept as in the original study. (ii) For the other half, the original B-statements were

kept but the respondents were asked how many fellow participants in the campaign he

or she thought would disagree with his or her view on each of the non-reversed B-

statements. The revised question is called a D-question and is also shown in Table 6.

The survey was assembled with the GNS-statements preceding the FUN-statements.

There was a first part added before those sections, which contained some questions on

the background experiences of the respondents. The EXP questions are found in

Table 7.

5 Note that the C-questions ask how the respondent his/herself perceives his/her similarities to the

group regarding the pairwise stances in B-statements B1‒B13. This is not an attempt to ask the

respondent to characterise or judge the feelings of other members in group. It is only a measure of the

respondent’s own perception of coherence.

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Table 7: EXP questions

Q Statement

A1 What game system is used in the campaign? (If you are running a fully homebrew system, just say so here, but see also the next question!)

A2 If you are running a fully homebrew system, please mention a published system similar to it. Otherwise, leave the field blank.

A3 For how long have you been playing this campaign?

A4 For how long have you been playing with the people in your group, give or take one member?

A5 What is your role in this campaign?

A6 How many participants are in the campaign, yourself and the GM included?

A7 How many hours is an average session in this campaign?

A8 For how many years have you been playing tabletop/PnP-RPGs?

A9 How many different tabletop/PnP-RPG systems have you played? (Looking for a number here :) )

In the follow-up survey, one more general statement B14 was added because the

answers to B13 were disproportionately ubiquitous compared to other questions,

which brought its validity into question. Thus, Figure 1 summarises the original and

the follow-up survey questionnaires.

Figure 1: Structure of original and follow-up surveys

EXP Questions A1-A9

GNS Statements B1-B13

Questions C1-C13

FUN Statements F1-F11

Original survey

EXP Questions A1-A9

GNS Statements B1-B14

Questions C/D1-C/D14

FUN Statements F1-F13

Follow-up survey

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The surveys were anonymous. The only identification was that each respondent was

asked to enter a key phrase identifying the group they play in. This enabled the

grouping together of respondents from the same group without identifying any of

them as individuals and it also aided in finding duplicates.

The reliability of the total survey and its questions was primarily tested by doing two

surveys with small changes in between, plus a pilot to test the questionnaire out

before launching the first survey. The pilot responses were not included in the survey

and those participating in the pilot did not participate in the survey. As explained

above, in order to check for response bias, e.g. that respondents are inclined to be

positive in general to a topic they are interested in, half of the comparative GNS

statements were reversed in the follow-up study. This means that a high score on a

particular question would correspond to a low score in the follow-up survey and vice

versa. For the group coherence questions, all asked for the group agreeing with the

respondent in the first survey, while half was reversed in the second study, asking for

the group disagreeing with the respondent instead. This way, the reliability was tested.

The results are discussed in the section on data collection below.

The validity was addressed in several ways (Creswell, 2014, Ch. 8). Care was taken

during the pilot to ensure that the statements and questions were understood in the

way intended, and adjusted according to responses. The total time of responding was

kept to 15 minutes by keeping the number of statements and questions down to a total

of 45. This way, the quality of the responses should be kept up by minimising survey

fatigue. It was also stated in the beginning that the expected completion time was 15

minutes in order to set the expectations right and dissuade those with impatience or

limited time to take the survey, else possibly yielding less valid answers. The

respondents were drafted from several online forums, not only a few, for two reasons.

(i) To combat sample bias. To obtain a distribution across play systems that are as

representative of the population as possible. See Table 8 for the distribution of game

systems in the survey and in a market research compilation. With the exception of one

system, a balance was fairly well obtained. Homebrew systems were not collected by

the market research. (ii) To combat response bias. Broad participation was sought, but

the sample actually responding will invariably risk containing a bias toward

respondents with an interest in thinking about TRPG games in a more general way

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than just playing. This risk for bias was alleviated by formulating the GNS statements

in a personal way, one more relatable to casual players without an explicit interest in

TRPG design or theory, and by showing an interest in the respondents’ TRPG

backgrounds. Finally, statistical conclusion validity was achieved by the very large

sample sizes obtained.

Table 8: Percentage of the most widespread systems in active play6

Survey ORR

Dungeons & Dragons 51.6% 53.9%

Pathfinder 3.7% 5.3%

Call of Cthulhu 2.8% 10.3%

Homebrew 3.8% N/A

Rest/uncategorised 38.0% 30.5%

Qualitative Interviews

Following the two surveys, semi-structured interviews were conducted to further

follow up on the themes of the surveys (Creswell, 2014, Ch. 9). The respondents were

sampled using convenience sampling from players known to the author. These were

the ones available without any remuneration to offer. The aim was for having two

players from each group sampled to get a deeper perspective of the group coherence

aspect. As a starting point, and to focus the interviews on the same topics as the

surveys, the respondents were asked to complete the same survey as the online

respondents had. The interview template was designed to follow up on their survey

replies, by asking general clarifying questions but also going deeper on some aspects.

The reliability and validity of qualitative data collection differ from quantitative in

several respects. The design of the interview part of the study followed (Creswell,

2014) but due to the character of the interviews being more following up than

exploring new, and with a small sample size, the applicable reliability and validity

measures from (Creswell, 2014, Ch. 9) were employed. In particular, one purpose of

the interview study was to be able to verify the quantitative results by using

qualitative data sources. This strengthens the overall study. The study also used data

6 ORR is the ORR Group Industry Report 2020 (https://blog.roll20.net/posts/the-orr-group-industry-

report-q4-2020-8-million-users-edition/). While this reports the usage of a digital platform facilitating

TRPG play, it is the closest proxy found to a market share distribution. The list may seem short, but

apart from the entries in the table, all other game systems have 1% of the market share or less.

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checking by allowing the interviewees to react to anything unclear in the preceding

survey they took and checking whether they felt that the interpretations of their

answers were accurate. Further, the interviewer declared the purpose of the interview

and the interest in group coherence in the beginning, so as to clarify the purposes of

the study.

Data Collection

The original survey was posted on five Reddit forums that were identified for having

a large number of active TRPG-players. Table 9 shows the forums that were targeted

with a post on Dec 22, 2020. The survey was open until Jan 5, 2021, with one

reminder posted in each forum on Jan 3, 2021. There were 1179 respondents

completing the survey during the time period it was open. Of these, 6 were found to

be duplicates or unreadable, so the total number of valid responses was 1173.

Table 9: Reddit forums targeted for the original study

https://www.reddit.com/r/osr/

https://www.reddit.com/r/DnD5e/

https://www.reddit.com/r/savageworlds/

https://www.reddit.com/r/DungeonWorld

https://www.reddit.com/r/ApocalypseWorld/

After having started to analyse the material received, there were a couple of things

that needed to be followed up. They were, in no particular order (some have been

mentioned above):

o The respondents might be more willing to agree to a statement than to

disagree.

o The respondents might be inclined to think that the other group members agree

with them more than they actually do.

o The respondents might tend to answer about the group in general rather than in

relation to the particular statement in question.

o All three statements in the FUN part, statements F2, F3, and F8, that were of

the “negative” kind, i.e. scoring high on them meant discontentment, had

almost no correlation with anything else. On the other hand, the other eight

statements that were of the “positive” kind, i.e. scoring high on them meant

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contentment, had a lot of correlation with other variables.

Thus, a follow-up survey was posted on six other Reddit forums that were also identi-

fied for having a fairly large number of active TRPG-players. Table 10 shows the

forums that were targeted with a post on Feb 6, 2021. The survey was open until Feb

25, 2021, with one reminder posted in each forum on Feb 21, 2021. There were 816

respondents completing the survey during the time period it was open. Of these, seven

were found to be duplicates or unreadable, so the total number of valid responses was

809. The respondents of the follow-up survey were specifically instructed not to

answer if they had already answered the original study. No duplicates between the

two surveys were found, making the total number of valid respondents 1,982 yielding

over 92,000 data points to be analysed.

Table 10: Reddit forums targeted for the follow-up study

https://www.reddit.com/r/rpg/

https://www.reddit.com/r/RPGdesign/

https://www.reddit.com/r/callofcthulhu/

https://www.reddit.com/r/Shadowrun/

https://www.reddit.com/r/DungeonMasters/

https://www.reddit.com/r/PBtA/

Finally, developed in parallel with and based on the results of the two surveys, a set of

semi-structured deeper interviews were conducted with six TRPG players. These were

sampled using convenience sampling from TRPG groups in the internet vicinity of the

author. There were two players each from two of the selected groups and one GM per

group from two more groups, and the interviews were conducted between Feb 21 and

Feb 28, 2021, except one delayed until Mar 3. The respondents were asked to

complete the same survey as the online respondents prior to the interview in order to

create a baseline and have the same basis for discussion as the online respondents

were considering when answering the survey from the forums. The interview template

consisted of following up on their replies to the survey, and also by focusing on two

themes that went deeper. The themes were (i) how integral to their enjoyment each

stated GNS preference actually was and (ii) how confident they felt judging their own

perception of other group members’ attitudes toward the GNS statements. This way,

qualitative data could be added to clarify and strengthen the results of the analysis of

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the survey, and a deeper understanding of how the statements and questions had been

interpreted was also gained. The interviewer (thesis author) recorded the dialogues in

a written format during the discussions and went through the results for completeness

after the interviews. By adhering to the structure of the survey at the beginning of the

sessions, the replies from the interviews were to a large part usable in the final part of

the data analysis.

Data Analysis

The surveys were made using Google Forms7 and the resulting data was delivered in

Google Sheets format which is a standard spreadsheet format. Each respondent

occupied one row, and the two sheets thus had around one thousand rows each.

Unfortunately, Forms did not allow for advanced kinds of input data checks. Thus,

some input fields such as A3 (For how long have you been playing this campaign) or

A4 (For how long have you been playing with the people in your group) had a

mixture of replies in years, months, weeks, rounds, or other scales. Some other fields

were misinterpreted by Forms to contain dates or other custom data. It took a fairly

long time of data transformations to reach consistent data sheets to be further

analysed. In the transformations, duplicates and invalid responses were removed.

There was also a response bias check performed. Since, as described above, half of

the GNS statements and half of the group coherence questions were reversed in the

follow-up survey, the analyses should also be reversed. The sample sizes in both the

original and the follow-up studies were large enough for such a comparison to take

place. For the 5-point Likert scales used for both the GNS statements and the group

coherence questions, the sum of the average of the entries from the original and the

reversed responses should be the sum of the endpoints of the scales if there is no

response bias present. For the GNS statements this means 1+5 = 6, and for the group

coherence questions 0%+100% = 100% = 1. In Tables 11 and 12, the sum of the

averages for the original and reversed statements and questions are shown.

7 https://www.google.com/forms/about/

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Table 11: Sum of averages for the original and reversed statements

GNS B1 B5 B7 B8 B9 B10 Avg. sum 6.133 6.175 6.753 6.571 6.380 6.264

Bias 0.133 0.175 0.753 0.571 0.380 0.264

Table 12: Sum of averages for the original and reversed questions

Group C2 C3 C4 C6 C11 C12 C13 Avg. sum 1.015 1.184 1.105 1.066 1.193 1.139 1.345

Bias 0.015 0.184 0.105 0.066 0.193 0.139 0.345

In Table 11, the sum of the two averages should be 6. There is a small bias that

becomes noticeable in statements B7 (SSB‒ SAS+) and B8 (SCB‒ SAS+). This means

that the respondents were somewhat inclined to agree with both the original statement

and the reversed one. On a scale with the width of 4 (max-point 5, min-point 1), this is

a 9% bias for B7, a 7% bias for B8, and less for the others. The common denominator

of these two questions (B7 and B8) is that they are the only ones containing GNS-

SAS (Simulationism – Adherence to Source Material) statements. Such statements

seem to incur a bias easier than other questions.

On the other hand, in Table 12, the sum of the two averages should be 1. Also here,

there is a small bias which becomes larger especially in question C13. On a scale with

the width of 1 (max-point 1, min-point 0), this is a 17% bias. This is the only bias in

the survey that puts the responses into some doubt. Recall that question C13 did not

pertain to a particular statement from the GNS suite but was a general “catch-all”

question (B13, marked ‘**’ in Table 3). This question and its replies will

consequently have less weight in the final analysis of the thesis results.

The end result from the transformations was the first baseline for each survey. These

were then locked and never subsequently changed.

The survey material has been analysed using the statistical package jamovi.8 This is a

freeware package also including the statistics language R, but the package requires no

knowledge of R since it presents a complete graphics interface to all functionality.

(Jamovi Project, 2020). The version available at download time was 1.2.27. The

8 https://www.jamovi.org/

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current version is 1.6.15, but the functions of the former were sufficient for the

purposes of this thesis. The package is also supplemented with a statistics textbook as

a tutorial (Navarro and Foxcroft, 2019).

A preliminary analysis was made on the first, original survey. The analysis showed

some concerns listed above, and a follow-up survey was launched. During the follow-

up survey, the original survey was analysed in more detail. When the follow-up

survey closed, its data and findings were added to the total analysis. The description

below will focus on the analysis of the original survey and comments will be made if

and when the follow-up study could shed more light on any question even though the

follow-up survey carried equal weight in determining the end results of the thesis.

When the dataset from Google Sheets had been transformed where necessary and

solidified, it was made a first baseline and locked. The baseline also contained some

aggregate statistics on each of the variables, see Appendix B.

This baseline was then fed into the software package jamovi which uses another,

internal format separate from Sheets or Excel. jamovi’s automatic data classifier made

some erroneous guesses, so a bit of manual labour was required in order to start

working with the package. Once accepted and verified, the internal format of jamovi

became the second baseline for the datasets and they were again locked. In jamovi,

two types of analyses were performed: correlation analyses and factor

analyses/principal component analyses (PCA), both using the suggested default

settings in each function.

The output from the correlation analysis in jamovi is complex. It shows how each pair

of variables correlate in terms of how much they tend to follow each other, i.e. if one

increases then the other is more likely than not to also increase (positive correlation)

or decrease (negative correlation). If they show no such tendency, then the correlation

is zero. Each correlation value is then also assigned a p-value, telling how probable it

is that the correlation value shown is only due to randomness, i.e. that it only

happened to become so without any underlying cause (statistical significance). The

three levels of significance jamovi displays are p<5%, p<1%, and p<0.1%

respectively. For readability and for aiding the analyses, these levels of significance

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have been manually colour coded in the output file when re-exported to Google

Sheets/Excel. Green signifies p<0.1% (less than one chance in a thousand of

randomness) and yellow signifies p<1% (less than one chance in a hundred of

randomness). Correlations either being only p<5% or not even that are left white and

are considered as “no correlation found” in this analysis. This way, the two numbers

representing correlation and significance/p-value have been combined into one cell,

greatly enhancing the ease of analysis. In the correlation tables, there are two further

colours. Blue fields signify stronger correlation, with not only p<0.1% but also a

correlation value of 0.175 or higher – but only in one part of the matrix: that which

compares GNS-variables with FUN-variables (i.e. B/C versus F). Likewise, orange

signifies a stronger correlation, with not only p<0.1% but also with a correlation value

of ‒0.175 or less in the comparison of B/C variables with each other. Appendix C

shows the colour-coded correlation matrix divided into three parts (it is too big to

show in one piece) and also the original output matrix from jamovi complete with the

actual p-values (also in three parts).

It is important to keep the two concepts of relevance and significance apart.

Relevance means that the correlation is far enough from zero to indicate that there is

some commonality underlying them leading them to following each other together, in

the same or opposite directions. While significance means that there is a negligible

risk that the numbers seen are an act of randomness. Since there are so many samples

in these datasets, a lot of correlations will relatively easily become significant. But a

small correlation is uninteresting, however secured it is from a statistical point of

view. It still does not say anything interesting – rather we are able to say something

uninteresting with confidence. Having noted that, in the analysis, the correlations will

be classified by using a notation as follows:

if corr < 0.1 “no correlation”

else if corr < 0.2 “correlation”

else if corr < 0.3 “clear correlation”

else if corr < 0.45 “strong correlation”

else “very strong correlation”

and the same for negative numbers which will be prefixed with “negative” such as in

“clear negative correlation” for, e.g., ‒0.235.

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The correlation matrix will now be analysed block by block, starting with EXP vs.

EXP (this will be the terminology in analysing the blocks).

EXP vs. EXP

As expected, there are strong and very strong correlations among some of the

variables, such as between A8 (For how many years have you been playing

tabletop/PnP-RPGs) and A9 (How many different tabletop/PnP-RPG systems have

you played), or between A3 (For how long have you been playing this campaign) and

A4 (For how long have you been playing with the people in your group), but no

correlation among some of the others. This is all as expected. No surprising or

noteworthy correlations were found in this block.

EXP vs. GNS

There are very few correlations to be found here. That means that a player’s stance on

GNS matters is not to any noticeable degree dependent on the level of experience, but

rather on preferences and possibly traits. The only notable correlations are that A8

(For how many years have you been playing tabletop/PnP-RPGs) and/or A9 (How

many different tabletop/PnP-RPG systems have you played) correlates negatively

with B3 (G+ SSI‒), B9 (SSI‒ N+), and B12 (SCB‒ N+), and positively with B8 (SCB‒

SAS+).9 Thus, the N (Narrativist) and G (Gamist) factors seem to become a little less

important to those with more TRPG experience.

EXP vs. FUN

There are even fewer correlations to be found here. That means that a player’s

satisfaction with playing is not to any noticeable degree dependent on experience, but

on other factors. Again, the only notable correlations are that A8 (For how many years

have you been playing tabletop/PnP-RPGs) and/or A9 (How many different

tabletop/PnP-RPG systems have you played) correlates negatively with a FUN-factor,

namely F5 (I enjoy playing my character(s) a lot). This is a borderline correlation but

9 The correlation with B13/C13 is not taken as much into account.

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it is the only one in this block and it was not vindicated in the follow-up study.

GNS vs. GNS

The B-statements are best analysed together due to the fact that they were formulated

as opposing pairs of GNS factors. The pairing yields a much higher response quality

(White, 2020, Ch. 4) but it also somewhat complicates the analysis since each

statement contains two factors and there are no indications as to whether it is the

“positiveness” of a positive factor or the “negativeness” of a negative factor that

contribute the most to the ratings by the respondents. For this reason, and to aid

separability, it was assured that each factor occurred in several pairs, see Table 5.

The GNS block contains both GNS statements and group coherence questions. Thus,

this block must be analysed with some care since there are a lot of correlations, some

in distinguishable patterns. The first observation is that almost all group coherence

(C-numbered) questions correlate with each other, many of them even clearly. That

could mean that respondents have a tendency to judge the group’s similarities to

his/her own views at a more general level than only the specific statement at hand.

This was then investigated to see if some causes could be uncovered. By design, the

follow-up survey had half of its group questions reversed, asking the respondents how

many they thought would disagree in the group instead. Now an even stronger but

somewhat different pattern emerged. The correlations among disagree-formulated

group questions (D-numbered) were very high, being strong or in some cases even

very strong. This was a higher correlation than before (in the original survey). The

correlations among agree-formulated group questions (C-numbered) were as before,

being clear but not strong. They stayed almost the same as in the original survey. The

most noticeable fact was that the correlations between C- and D-questions were much

lower – a fact that needs further investigation in future research.

For the pure GNS statements (B-numbered), there is a clear classification among

them. Some have little correlation with other B-statements and seem to “stand on their

own two feet”. Others have stronger bonds with each other in correlation clusters.

This is most easily studied with a factor analysis to see which ones are strongly

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linked. A standard PCA (principal component) analysis in jamovi, run on only the B-

variables, yields the following table (Table 13).

Table 13: PCA analysis of responses to GNS statements (from jamovi)

Principal Component Analysis

Component Loadings

Component

1 2 3 4 Uniqueness

B1 0.521 0.683

B2 -0.689 0.441

B3 0.740 0.394

B4 0.577 0.660

B5 0.713 0.459

B6 0.681 0.446

B7 0.417 0.732

B8 -0.679 0.463

B9 0.724 0.414

B10 0.403 -0.413 0.564

B11 0.616 0.482

B12 0.484 0.662

B13 0.303 0.416 0.629

The most important components or clusters are the highest-ranked ones, in this case

the two first. The first (component 1) contains the B-variables that correlate the most

among each other, followed by component 2.

Table 14: Correlation matrix for GNS statements

B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12

B2 -0.187 —

B3 0.070 0.086 —

B4 -0.002 0.069 0.037 —

B5 0.065 -0.016 -0.039 -0.016 —

B6 0.055 0.004 0.032 0.039 0.268 —

B7 0.019 0.048 -0.020 0.018 0.118 0.089 —

B8 0.040 -0.033 -0.076 -0.071 0.141 0.009 0.089 —

B9 0.133 -0.079 0.327 -0.073 -0.098 -0.040 0.008 -0.081 —

B10 0.076 -0.150 0.096 0.016 -0.199 -0.110 -0.060 -0.122 0.267 —

B11 0.175 -0.206 0.161 0.046 0.003 0.118 -0.039 -0.065 0.191 0.235 —

B12 0.123 -0.106 0.053 0.041 -0.046 -0.021 -0.059 0.039 0.201 0.201 0.223 —

B13 0.058 -0.080 0.089 -0.018 -0.077 -0.037 -0.024 0.038 0.230 0.149 0.177 0.252

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That can also be seen in a recoloured cut-out from the correlation matrix in Appendix

C, see Table 14. Here, green cells signify positive correlations with p<0.1% and

orange cells signify negative correlations with p<0.1%.

Next, these clusters are compared to the GNS categories that they represent. This

gives a picture of which GNS categories are the most coherent. In Table 15, the two

clusters and the rest from the PCA are mapped to their respective GNS categories.

The dominant categories in cluster 1 are GNS-G and GNS-N. Note that GNS-G is

negative in statement B1 and positive in B2. Consequently, there is a negative

correlation between them in Table 14. Similarly, B2 with a negative GNS-N

correlates negatively to all of B10‒B12. Thus, GNS-G (Gamist) and GNS-N

(Narrativist) are the clearly dominating categories in cluster 1. It can be seen that the

categories Gamism and Narrativism oppose each other in this cluster. The various

GNS-S (Simulationist) categories, on the other hand, have less impact on cluster 1.

Table 15: Clustering of responses to GNS statements (from jamovi)

Cluster 1

B1 G‒ SCB+

B2 G+ N‒ B10 SSB‒ N+ B11 SSF‒ N+

B12 SCB‒ N+

Cluster 2 B3 G+ SSI‒

B9 SSI‒ N+

Non-cluster

B4 SSI+ SSB‒

B5 G‒ SSB+

B6 SSB+ SSF‒

B7 SSB‒ SAS+

B8 SCB‒ SAS+

In cluster 2, the common denominator is SSI‒ which keeps B3 and B9 together in a

clear correlation. The rest (non-cluster) is a mix of GNS-S factors that do not cluster

together in the PCA and thus have less impact in this part of the analysis. This means

that the System Integrity aspects of Simulationism (from the second cluster) is an

important subcategory. For the other aspects of Simulationism, no such claim can be

made from analysing the PCA.

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The fact that it was possible to find the first two clusters and identify that most of G

(Gamism) and N (Narrativism) components fall into the first cluster points to the GNS

typology being a working and useful concept. The five Simulationism components are

harder to place anywhere from the PCA, but an extended analysis (see Appendix F)

reveals that, from a correlation analysis, SSB and SSI seem to be viable concepts

while SSF, SCB, and SAS seem to be weaker categories. This can partly be explained

by there being a total of five subcomponents of the S component, which could be too

fine-granulated. This suggests that the particular division into GNS-S subcategories

should be investigated further in order to clarify the GNS typology among the

preferences of TRPG players.

GNS vs. FUN

As noted above, the three negatively phrased FUN statements have no impact at all.

They do not correlate to anything (except among themselves) and are thus excluded

from further analyses. Then it remains eight factors in the original study. For this

reason, two new negative FUN statements F12 and F13 were introduced in the follow-

up survey. Both fared much better, showing that the negative/inverse format in itself

is not the culprit. In addition, Tychsen et al. (2008) did not encounter any such

problems in their larger set of FUN statements.

Table 16: GNS statements’ correlation to FUN

Clear corre-lation

B1 G‒ SCB+

B3 G+ SSI‒

B11 SSF‒ N+

Correlation B10 SSB‒ N+

Unclear cor-relation

B2 G+ N‒

B3 G+ SSI‒

B4 SSI+ SSB‒

B5 G‒ SSB+

B6 SSB+ SSF‒

B7 SSB‒ SAS+

B8 SCB‒ SAS+

B9 SSI‒ N+

B12 SCB‒ N+

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From the original survey, there are, in this section, three sets of GNS statements that

correlate to a varying degree with the FUN statements. The sets can be seen in the

correlation matrix in Appendix C and are shown in Table 16.

This shows how agreeing with some of the B-statements results, on average, in more

satisfying gameplay. When discussing the B-statements in the interviews, this table is

illuminated from another angle. The respondents in the interviews were asked if any

B-statements were hard to assess. The statements indicated as being hard by 3 of 6

respondents were B10 and B14. No other statements received more than one vote.

B10 was considered wordy (it is long, but not the longest – B6 is longer but received

no votes). It was also considered a bit confusing and some even disagreed with the

question’s premise, that an advanced civilization would necessarily affect the rest of

the setting. Thus, the results for B10 are a bit weaker. For B14, the phrasing “certain

principles” seem to open for respondents to read in various instantiations and it was

felt to be confusing as well. Since B14 was not in the original study and was found to

be weak, it was dropped from further study.

The respondents in the interviews were also asked how much the content of each B-

statement mattered to them personally. The statements indicated as important by at

least 3 of 6 respondents were B1, B9, B11, and B12. B10 got 2 votes and the other

statements fewer. This does not influence the confidence in the correlations in Table

16 but is rather another dimension in the analysis. Analysing the interview material

further, it was found that there was a strong correlation between how important the

respondents felt that the statements were and how hard it was to answer. Statements

that mattered less were substantially easier to respond to. There was also a strong

correlation between responding at the endpoints of the Likert scale (“strongly agree”

and “strongly disagree”) and how hard it was to answer. Responses that were closer to

the middle of the scale were substantially easier to respond to. But since this result

was not a part of the research question of the thesis, the jamovi correlation matrix is

presented in Appendix E and the result does not appear in the Discussion or

Conclusion sections.

There are also correlations between FUN and group coherence. This relationship is in

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general stronger, for two reasons. First, the correlation numbers are higher, placing

seven C-questions in the highest group.10

Table 17: Group coherence statements’ correlation to FUN

Correlation

C1 G‒ SCB+

C3 G+ SSI‒

C6 SSB+ SSF‒

C8 SCB‒ SAS+

C9 SSI‒ N+

C11 SSF‒ N+

C12 SCB‒ N+

Unclear cor-relation

C2 G+ N‒

C4 SSI+ SSB‒

C5 G‒ SSB+

C7 SSB‒ SAS+

C10 SSB‒ N+

But there is another contributing factor as well: From earlier in the analysis, it was

seen that the group coherence factors correlated among each other, meaning that they

tend to be partly a judgement of the respondent’s perception of the group more as a

whole. Regarding the C-questions, the respondents in the interviews found them easy

to answer. All respondents had one C-question labelled hard, except for one that had

two. The hardness was not attributed to any question in particular. By following up on

that, it became clear that with one exception of one respondent, they had understood

the questions as intended.11 This indicates that the C-questions have high validity.

To sum up, for each B-statement in the first group of Table 16, favouring the plus

factor over the minus factor contributes on average to greater satisfaction. The picture

is not entirely clear, since GNS-G appears in both a negative and a positive statement.

However, this might be due to the nature of each statement’s respective expression of

GNS, B1 focusing specifically on valuing tactics while B3 could be interpreted more

generally as valuing creativity. For group coherence, the picture is much clearer

(Table 17). The seven group coherence variables that correlate with FUN all do so

more strongly than the strongest correlation among the B-statements. It is a clear

10 Again, B13/C13 were excluded from the analyses. 11 To the contrary, as noted in the section Interviews below, the D-questions were often misunderstood.

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indication that group coherence matters when seven of the 12 variables correlate. The

group coherence C13 for the general statement B13 also correlates, making the count

eight, but recalling the possibly flagged bias for C13 it is not included in the table. In

the follow-up survey, the statement B14 was added as a new “catch-all” statement

since B13 did not perform as effectively as expected. It can be seen that B14/C14

correlates as strongly as the top cluster in Table 17. Tables 16 and 17 are summarised

together with the statements spelled out in clear text in Appendix D.

Interviews

Many of the results of the interviews are discussed above in relation to the analysis

block they relate to. Here, a summary of the entire set of interviews is given. Six

interviews were conducted as a final follow-up of the surveys. The lengths of the

interviews ranged between 90 and 140 minutes. The interview sessions were preceded

by the respondents answering the same online survey as the other respondents (they

took the follow-up survey due to that being current when the interviews were being

scheduled). Their responses were followed up and discussed along with any problems

or misconceptions they might have felt during responding to the survey questions in

the questionnaire. On average, the respondents of the interviews found 5‒9 of the 45

questions harder to answer than the others. For each question in the survey, the

interview respondent was asked to rank how hard it was to answer on a scale from 1

to 10. Responses over 5 were recorded as “hard”. The average number of perceived

hard questions (either hard to understand or hard to answer) was 4.3 with a standard

deviation of 2.2. But the hard questions were not the same among the respondents,

pointing to personal interpretations rather than flaws in particular questions being the

factor behind the difficulties in answering. Due to the very large number of

respondents to the survey in total, this does not seem to be a threat to the validity of

the results. Since interviewing 1,982 respondents was out of the question, the results

in this thesis are as good as it gets given the time and resources available.

The responses confirmed the relevance of the questions, and it was uncomplicated to

discuss the issues probed. This tends to show that the overall design of the survey is

of relevance to the TRPG community and from the respondents’ reactions, the results

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could be useful in future gameplay. The questions that were perceived to be hard for

at least half of the interview respondents were D4 (5 out of 6) and D3 (3 out of 6).

These come from the ‘disagree’ questions on group coherence, and once more

underline the fact that respondents found it harder to judge disagreement with their

group than agreement. But since all of the group coherence questions in the original

study were of the ‘agreement’ kind, and half of the questions in the follow-up study,

this does not constitute any serious problem to the results of the thesis. The follow-up

study was designed for the exact purpose of finding out how response patterns might

influence the results. But given the interview responses, the survey results for the D-

questions have not been taken into consideration in the final analysis. This reduced

the remaining number of factors/variables (statements and questions) by 6 from 45 to

39 in the follow-up survey.12 By this removal, the average number of perceived hard

questions remaining from the interviews was reduced to 1.8 with a standard deviation

of 1.0. This points to an increase in quality when the D-questions were removed.

In addition, the interview respondents were asked whether or not some campaigns

they had participated in had died in their infancy, thus in effect not even reaching the

point where they could be included in a study like this. The most common answer

seemed to be that up to half of all campaigns do indeed die young, sometimes due to

mismatch in interests or perceived lack of group chemistry between participants. This

does not constitute a threat to the validity of the results in the thesis since there was no

indication of specific types of campaigns failing, such as being of particular GNS

types.

Factor Analysis

Finally in the quantitative analysis, a factor analysis (PCA) was run on the entire set

of 45 survey variables. This analysis confirmed that the three sets of variables from

the three parts of the survey should be seen as separate sets of data.

12 The original survey did not contain any D-questions and was thus not affected by the removal.

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Table 18: PCA analysis of all variables

Principal Component Analysis

Component Loadings

Component

1 2 3 4 5 6 7 Uniqueness

B1 0.774

B2 -0.635 0.579

B3 0.766 0.353

B4 -0.424 0.726

B5 0.655 0.545

B6 0.708 0.446

B7 0.384 0.731

B8 0.407 0.741

B9 0.627 0.529

B10 0.364 -0.363 0.639

B11 0.442 0.671

B12 0.466 0.663

B13 -0.345 -0.343 0.589

F1 0.682 0.425

F2 -0.323 0.364 0.706

F3 -0.674 0.506

F4 0.394 0.582 0.488

F5 0.721 0.444

F6 0.607 0.513

F7 0.588 0.495

F8 -0.342 0.730

F9 0.731 0.437

F10 0.516 0.707

F11 0.741 0.424

A3 0.415 0.807

A4 0.672 0.513

A6 0.866

A7 0.939

A8 0.776 0.364

A9 0.627 0.525

C1 0.482 0.312 0.615

C2 0.458 -0.430 0.532

C3 0.653 0.452

C4 0.574 0.518

C5 0.558 0.652

C6 0.523 0.623

C7 0.485 0.707

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Component Loadings

Component

1 2 3 4 5 6 7 Uniqueness

C8 0.627 0.517

C9 0.564 0.374 0.513

C10 0.605 0.595

C11 0.570 0.611

C12 0.512 0.593

C13 0.388 0.579

The first cluster contains all of the FUN factors, except for F3 and F8 which are the

weakest and have already been excluded from the preceding analyses together with F2

which has a large negative value in the PCA. This result confirms the previous

analyses and is a good indicator that the FUN construct works as intended in the same

way as in (Tychsen et al., 2008). The second cluster contains the group coherence

variables except for C3. C3 was probably excluded by the PCA procedure because it

has the least uniqueness among the variables, i.e. the result suffers the least from

removing this variable. This does not, however, indicate that C3 fares worse in a

correlation analysis, and it has been kept throughout the analyses. The third cluster

contains the “age/experience” variables from the EXP section, i.e. those that tend to

increase with the number of years a respondent have played. But they look at different

aspects of experience and have all been used in the analyses. The clusters/components

4-6 constitute another way of dividing the GNS statements into groups, but the result

from the above PCA analysis in Table 13 provides a clearer picture. Here, cluster 4

contains only B3 and B9 (together with C3 and C9). Those are the two variables that

contain the category GNS-SSI‒, so it is no surprise that they have been clustered

together. Cluster 5 here is similar to cluster 1 in Table 13, and cluster 6 here is similar

to cluster 1 in that table. So the results coincide fairly well except for the fact that B3

and B9 were being separated out.

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Results

The research questions (i) How do player typology and play preferences affect the

enjoyment of play in tabletop/pen-and-paper playing? and (ii) How does perceived

group coherence in player typology and play preferences affect the enjoyment of play

in role-playing? can be answered as follows:

(i-a) Previous experiences (length and/or depth) have little to do with gameplay

satisfaction. The number of years playing and the number of game systems played

even correlates slightly negatively with the one satisfaction factor, namely “I enjoy

playing my character(s) a lot”. Regarding the emphasis on different aspects of TRPG

gaming, the results indicating that the Gamism and Narrativism factors seem to

become a little less important to those with increased TRPG experience.

(i-b) Looking at preferences for different factors in Table 15, it can be seen that a

preference for Gamism often coincides with less of a preference for Narrativism and

vice versa. For the five different aspects of Simulationism, no such combination of

categories is evident. Further, in Table 16, it was seen that responses to 3-4 paired

statements in themselves were correlated to enjoyment. But the categories appearing

on top in that table shows no clear pattern.

(ii) There is an indication that group coherence matters in seven of the 12 pairs of

GNS aspects investigated. This means that having a similar stance as the group is

important for most of the GNS aspects included in the study: Gamism, Narrativism,

and four of the five aspects of Simulationism. No such claim can, however, be made

for the Setting Believability subcategory (marked in orange in Table 5).

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Discussion

This work uses the GNS framework for characterising the player typology aspects.

The GNS categorisation of player types underlays the formation of the statements in

the middle part of the survey.

The research approach, with a survey at the core for reaching TRPG players from all

over the world, has been proven a successful communication method in this

community. The number of respondents became far higher than anticipated, and the

sheer volume of the responses aids in obtaining good results since interesting

correlations were also always statistically significant at the 99.9% level (p<0.001) or

better.

The research design is partly borrowed from an earlier investigation on role-playing

games (Tychsen et al., 2008). That study investigated the enjoyment of three different

RPGs – of which a TRPG was one. While that study was smaller, comprising only 56

people in total, the research design carried over well to this thesis. The design was

also influenced by a study on improvisational theatre where 20 staff and students at a

university played a short improvisational piece and then the enjoyment was measured

with the FUN construct (Newman, 2005) that is also being used in this thesis.

The results in this thesis do not run counter to any previous research since, to the

author’s knowledge, an effort to try to answer this thesis’ research questions have not

been undertaken previously. An extensive literature search did not come up with

anything close to this. Regarding the results in relation to current typologies such as

GNS, the results tend to indirectly confirm the usability of GNS, at least regarding the

Gamism and Narrativism categories. As discussed in the analysis, the results for

Simulationism are more unclear13, possibly because the division into the five

subcategories could be done in another way – at least for an investigation such as this

one. Attempting to recategorise the Simulationism category within GNS constitutes

an interesting line of future research. Another interesting research idea would be to

connect the results on Narrativism to the Threefold Model’s category of Dramatism,

perhaps by a survey that as its result would end up in different clustering results

13 See Appendix F where two out of five subcategories were found to work well.

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depending on whether Narrativism or Dramatism is the more effective categorisation.

Those two ideas could be combined into one subsequent survey.

While the theories on frames and frame analyses were a background against which the

statements in the survey were checked when they were designed, there are no results

in this investigation that pertains particularly to frames.

This data material is far from fully analysed. It is beyond the scope of a BSc thesis to

be able to do that, both in terms of time and in terms of statistical knowledge. This is,

again to the author’s knowledge, one of the largest datasets on TRPG gaming

collected, and should preferably be explored and expanded in cooperation with other

disciplines.

It would also be interesting to cooperate with researchers from psychology (especially

group psychology) to further investigate the group dynamics aspects of TRPG play,

and how this work on group coherence can be further investigated in such a context.

Another interesting direction would be to work together with researchers within

improvisational theatre in order to look at TRPG play, and group coherence in

particular, from their set of research tools and approaches.

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Conclusions

This thesis investigates whether TRPG (tabletop role-playing, also known as pen-and-

paper role-playing) players’ types/characteristics and preferences affect the enjoyment

of play, and in particular whether perceiving to be coherent with the fellows in the

playing group in these respects affects the enjoyment of playing the TRPG. The

research was conducted between September 2020 and March 2021.

While there has been a lot of research on TRPGs in general, the group coherence

aspects seem to be rare or missing altogether. Knowing the impact of such factors

could give important clues to how to increase enjoyment.

The research questions were addressed by a survey among TRPG players that

received 1,982 completed questionnaires. These were then analysed by correlation

and factor analyses in order to find connections between variables. The questionnaire

consisted of three parts: the player’s previous experience with TRPGs, his/her stance

on what aspects of the play are important and how that corresponds to the group’s

views, and finally how enjoyable he/she finds the game to be. The survey was then

followed up with semi-structured interviews to gain a deeper understanding of some

aspects.

The thesis work shows that the length and depth of previous experiences with TRPGs

have almost no correlation to the level of satisfaction. A few variables, namely the

number of years playing TRPGs in total and the number of game systems played

(both of which could be considered seniority markers) correlated slightly negatively

with satisfaction. While this was not a strong indication, perhaps more interesting is

the fact that the correlation did not go the other way. There was no increase in

satisfaction with a larger total experience gained. One could presuppose that the more

you know about different game systems and the more you have played, the easier it

would be for you to select play systems, scenarios, and groups to your satisfaction.

But this was indicated against.

Another observation in this section of the survey was that the Gamism and Narra-

tivism factors of GNS seem to be a little less important to those more experienced

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with TRPGs. A somewhat surprising fact was that B13/C13, the “catch-all” statement

(It is important to me that all participants, including the GM, are happy with what

happens in the campaign...) was negatively correlated with the total level of TRPG

experience. This indicates that the longer you have played TRPGs, the less you

emphasise the collective group’s overall satisfaction. Due to some problems with the

B13/C13 indicator (as noted in the data analysis), this conclusion should be taken

more as an interesting observation to be explored in further research rather than an

established fact.

The next set of results concerned which aspects of game playing were considered

more important. The first observation in this section was that a preference for Gamism

often coincides with less of a preference for Narrativism. This means that those two

aspects seem to be emphasised one over the other by players, i.e. that the players who

emphasise gameplay challenge seem not to also emphasise narrative as much, or vice

versa. This does not seem to come with any clear tendency to put comparatively more

or less emphasis on the Simulationism factors such as consistency of the game world

or the integrity of the game rules. This points to two different ways of appreciating the

gameplay: either the focus lies a bit more on the story or on an exciting gameplay

challenge, regardless of if it has some logical flaws seen from a world-building point

of view or if it lies somewhat more on the side of logic and consistency.

The clearest indications on what contributes to game playing satisfaction were found

in the section on group coherence – whether the players perceived the group to have

the same or similar stances as him/herself on game preferences. Group coherence

mattered in more than half of the GNS aspects investigated. This means that the

perception of having a similar position or viewpoint as the group is important for

many players. This and other facts found in this study can be used to design more

pleasing TPRG gaming experiences in the future as well as adding to the knowledge

of what underlies favourable experiences in TPRG gameplay.

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Appendix A

Acronyms used in the thesis.

A-question Question on previous experience in the EXP section

B-statement Statement comparing two GNS aspects with each other

C-question Question on whether the group is perceived to be coherent

Campaign Ongoing set of stories/adventures with the same or similar settings

CRPG Computer-based role-playing game

EXP The experience section of the survey

F-statement Statement measuring an aspect of the FUN construct

FUN Construct for measuring fun/enjoyment (also a section of the survey)

GM (or DM) Game master (or Dungeon master in the game Dungeons & Dragons)

GNS Gamism, Narrativism, and Simulationism (also a section of the survey)

LARP Live action role-play

MMORPG Massive multiplayer online role-playing game

OSR Old school renaissance

PCA Principal component analysis

PnP-RPG Pen-and-Paper role-playing game (a synonym for TRPG)

RGFA Usenet discussion group rec.games.frp.advocacy

RPG Role-playing game

SAS Adherence to source material (from Simulationism)

SCB Character believability and integrity (from Simulationism)

SSB Setting believability (from Simulationism)

SSF Situation focus (from Simulationism)

SSI System integrity (from Simulationism)

TRPG Tabletop role-playing game (sometimes TTRPG)

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Appendix B

The number of non-blank data points and some basic statistics for each variable (ex-

cluding the blanks) in the dataset of the original survey. A blank means that the re-

spondent answered “I don’t know”.

Non-blanks Min Max Average St. dev. Non-blanks Min Max Average St. dev.

A3 1173 0.00 29.00 1.07 1.65 B9 1173 1.00 5.00 3.71 1.33

A4 1171 0.00 38.00 3.39 5.25 C9 985 0.00 1.00 0.71 0.24

A6 1173 0.00 45.00 5.76 2.52 B10 1173 1.00 5.00 3.26 1.30

A7 1164 0.00 13.00 3.90 1.40 C10 771 0.00 1.00 0.69 0.24

A8 1172 0.33 54.00 10.95 11.16 B11 1173 1.00 5.00 3.98 1.05

A9 1173 0.00 148.00 7.66 10.96 C11 909 0.00 1.00 0.74 0.22

B1 1173 1.00 5.00 4.41 0.72 B12 1173 1.00 5.00 4.16 0.98

C1 1148 0.00 1.00 0.71 0.22 C12 974 0.00 1.00 0.70 0.22

B2 1173 1.00 5.00 3.17 1.00 B13 1173 1.00 5.00 4.65 0.73

C2 929 0.00 1.00 0.60 0.23 C13 1107 0.00 1.00 0.90 0.18

B3 1173 1.00 5.00 4.25 0.97 F1 1173 1.00 5.00 4.32 0.80

C3 1043 0.00 1.00 0.80 0.22 F2 1173 1.00 5.00 2.09 1.02

B4 1173 1.00 5.00 3.81 1.16 F3 1173 1.00 5.00 2.17 1.20

C4 962 0.00 1.00 0.70 0.24 F4 1173 1.00 5.00 4.24 0.83

B5 1173 1.00 5.00 3.28 1.29 F5 1173 1.00 5.00 4.60 0.61

C5 936 0.00 1.00 0.67 0.24 F6 1173 1.00 5.00 4.04 0.87

B6 1173 1.00 5.00 3.57 1.12 F7 1173 1.00 5.00 3.97 0.89

C6 902 0.00 1.00 0.67 0.24 F8 1173 1.00 5.00 2.66 1.25

B7 1173 1.00 5.00 2.65 1.19 F9 1173 1.00 5.00 4.62 0.65

C7 782 0.00 1.00 0.67 0.25 F10 1173 1.00 5.00 3.74 1.20

B8 1173 1.00 5.00 3.37 1.31 F11 1173 1.00 5.00 4.48 0.75

C8 960 0.00 1.00 0.65 0.25

Page 47: Tabletop Role-playing Games (TRPG) and Group Coherence

47

Appendix C Correlation matrix for the 45 variables of the original survey. First the colour-coded

version (in three parts), where the p-values are integrated with the correlations

(p<0.1% is green, p<1% is yellow), followed by the original output from jamovi with

the p-values separate. The information is exactly the same in both versions.

A3 A4 A6 A7 A8 A9

A3 —

A4 0.317 —

A6 0.141 0.002 —

A7 0.093 0.049 0.041 —

A8 0.211 0.457 0.049 0.006 —

A9 0.080 0.282 0.019 -0.047 0.475 —

B1 0.030 0.041 -0.083 0.007 0.064 0.050

C1 0.008 0.059 -0.078 0.020 0.026 0.084

B2 0.052 0.017 0.074 0.051 0.043 -0.089

C2 0.084 0.095 -0.003 0.007 0.108 0.024

B3 -0.025 -0.062 0.069 -0.016 -0.088 -0.174

C3 -0.020 0.034 -0.024 -0.067 -0.037 -0.012

B4 0.063 0.045 -0.005 -0.042 0.027 0.026

C4 0.056 0.088 -0.062 -0.065 0.047 0.043

B5 0.019 0.010 -0.015 0.005 0.077 0.006

C5 0.001 0.043 -0.052 -0.016 0.032 0.046

B6 0.045 0.024 0.022 0.063 0.030 -0.071

C6 0.040 0.051 -0.078 0.044 0.027 0.069

B7 0.012 0.049 -0.030 -0.012 0.036 -0.059

C7 -0.035 -0.011 -0.087 -0.049 -0.062 0.020

B8 0.001 0.124 -0.041 -0.012 0.142 0.137

C8 0.026 0.036 -0.039 -0.050 0.059 0.049

B9 -0.075 -0.028 -0.030 -0.014 -0.045 -0.141

C9 0.024 0.038 0.019 -0.048 -0.017 0.006

B10 -0.049 0.006 -0.053 -0.072 -0.057 -0.023

C10 0.021 0.010 -0.035 -0.035 -0.044 0.005

B11 -0.088 -0.068 -0.102 -0.033 -0.097 -0.045

C11 0.045 -0.012 -0.056 -0.031 -0.055 0.016

B12 -0.127 -0.073 -0.048 -0.060 -0.111 -0.016

C12 -0.010 0.039 -0.048 -0.054 0.015 0.040

B13 -0.047 -0.062 -0.035 0.000 -0.132 -0.103

C13 -0.019 -0.056 -0.050 0.011 -0.109 -0.094

F1 -0.005 0.010 -0.030 0.033 -0.040 -0.042

F2 -0.027 -0.067 -0.038 0.030 -0.050 -0.004

F3 -0.032 -0.071 0.034 -0.056 -0.073 -0.027

F4 0.016 0.013 -0.049 0.020 -0.041 -0.062

F5 0.034 -0.029 -0.009 0.058 -0.103 -0.097

F6 0.009 0.003 -0.012 -0.010 -0.051 -0.031

F7 0.013 0.012 -0.018 0.025 -0.031 -0.038

F8 0.010 0.019 0.002 0.030 -0.029 -0.083

F9 0.049 0.004 -0.025 0.041 -0.069 -0.075

F10 0.076 -0.025 0.016 0.045 -0.055 -0.085

F11 0.060 -0.015 -0.020 0.047 -0.060 -0.024

Page 48: Tabletop Role-playing Games (TRPG) and Group Coherence

B1

C1

B2

C2

B3

C3

B4

C4

B5

C5

B6

C6

B7

C7

B8

C8

B9

C9

B1

0 C1

0 B1

C1

0.17

5 —

B2

-0

.187

-0

.059

C2

0.02

8 0.

172

0.23

9 —

B3

0.

070

-0.0

45

0.08

6 0.

026

C3

0.

080

0.12

5 -0

.005

0.

207

0.41

8 —

B4

-0

.002

-0

.027

0.

069

0.02

4 0.

037

0.01

6 —

C4

0.07

9 0.

200

-0.0

13

0.15

9 -0

.040

0.

185

0.34

9 —

B5

0.

065

0.05

2 -0

.016

0.

000

-0.0

39

-0.0

60

-0.0

16

-0.0

19

C5

0.

035

0.14

0 -0

.022

0.

180

-0.0

64

0.07

2 -0

.013

0.

240

0.01

8 —

B6

0.

055

0.04

6 0.

004

-0.0

49

0.03

2 0.

034

0.03

9 -0

.008

0.

268

-0.0

35

C6

0.

032

0.23

6 -0

.023

0.

177

-0.0

52

0.17

4 0.

012

0.22

2 -0

.025

0.

302

0.09

0 —

B7

0.

019

-0.0

18

0.04

8 -0

.007

-0

.020

-0

.073

0.

018

0.08

4 0.

118

-0.0

59

0.08

9 -0

.088

C7

0.06

1 0.

130

0.00

2 0.

168

-0.0

36

0.10

8 0.

026

0.17

8 -0

.059

0.

252

-0.0

48

0.20

0 -0

.214

B8

0.

040

0.04

0 -0

.033

-0

.012

-0

.076

-0

.017

-0

.071

-0

.081

0.

141

-0.0

45

0.00

9 0.

015

0.08

9 -0

.038

C8

0.10

9 0.

218

0.01

2 0.

248

-0.0

19

0.14

3 0.

059

0.24

7 0.

023

0.22

9 0.

002

0.25

3 -0

.050

0.

176

-0.0

28

B9

0.13

3 0.

015

-0.0

79

-0.0

09

0.32

7 0.

172

-0.0

73

0.03

1 -0

.098

-0

.006

-0

.040

0.

006

0.00

8 0.

063

-0.0

81

-0.0

06

C9

0.

095

0.14

2 0.

041

0.20

6 0.

108

0.28

2 0.

043

0.23

5 -0

.066

0.

136

0.01

3 0.

150

-0.0

37

0.22

1 -0

.041

0.

290

0.29

9 —

B1

0 0.

076

0.00

4 -0

.150

-0

.086

0.

096

0.03

7 0.

016

-0.0

23

-0.1

99

-0.0

39

-0.1

10

0.10

2 -0

.060

0.

004

-0.1

22

0.00

9 0.

267

0.10

6 —

C10

0.02

9 0.

164

-0.0

52

0.16

6 -0

.022

0.

094

0.07

3 0.

245

-0.0

79

0.20

2 -0

.020

0.

178

0.01

7 0.

239

-0.0

48

0.28

7 0.

070

0.29

4 0.

206

B11

0.17

5 0.

067

-0.2

06

-0.0

64

0.16

1 0.

118

0.04

6 -0

.001

0.

003

0.05

6 0.

118

0.03

7 -0

.039

0.

059

-0.0

65

0.05

9 0.

191

0.00

9 0.

235

0.02

3 C1

1 0.

102

0.23

6 -0

.040

0.

254

0.03

1 0.

214

0.07

5 0.

262

-0.0

30

0.17

6 -0

.026

0.

278

-0.0

84

0.24

1 -0

.052

0.

264

0.10

0 0.

223

0.02

3 0.

313

B12

0.12

3 0.

066

-0.1

06

-0.0

50

0.05

3 0.

030

0.04

1 0.

001

-0.0

46

0.03

9 -0

.021

0.

066

-0.0

59

0.04

1 0.

039

0.02

8 0.

201

0.07

0 0.

201

0.08

2 C1

2 0.

062

0.24

3 -0

.039

0.

191

0.04

4 0.

233

0.07

7 0.

289

-0.0

27

0.16

8 0.

002

0.26

8 -0

.076

0.

203

0.02

0 0.

227

0.08

9 0.

281

0.09

7 0.

315

B13

0.05

8 0.

064

-0.0

80

-0.0

29

0.08

9 0.

088

-0.0

18

-0.0

14

-0.0

77

0.03

0 -0

.037

0.

063

-0.0

24

0.04

9 0.

038

0.00

3 0.

230

0.13

7 0.

149

0.00

6 C1

3 0.

074

0.17

4 -0

.070

0.

118

0.05

8 0.

217

0.01

3 0.

141

-0.0

90

0.12

2 -0

.052

0.

160

-0.0

61

0.15

5 -0

.047

0.

135

0.11

8 0.

277

0.11

4 0.

176

F1

0.11

2 0.

097

0.04

8 0.

145

0.10

2 0.

135

0.05

5 0.

106

-0.0

83

0.06

6 -0

.009

0.

130

-0.0

46

0.11

0 -0

.075

0.

150

0.05

4 0.

188

0.08

3 0.

011

F2

-0.0

67

-0.0

51

-0.0

76

-0.1

07

0.00

0 -0

.067

-0

.018

-0

.031

0.

013

0.02

1 0.

010

-0.0

45

-0.0

35

-0.0

48

0.01

0 -0

.065

0.

002

-0.0

33

0.04

5 0.

001

F3

-0.0

55

-0.0

09

-0.0

06

-0.0

77

0.04

4 -0

.085

0.

010

-0.0

41

-0.0

16

-0.0

84

-0.0

06

-0.0

19

-0.0

09

-0.0

35

-0.0

64

-0.0

55

0.08

5 -0

.073

0.

025

0.01

4 F4

0.

169

0.04

3 -0

.080

0.

029

0.09

4 0.

104

-0.0

39

0.02

1 0.

001

0.07

3 0.

042

0.09

7 -0

.021

0.

082

0.04

4 0.

041

0.04

0 0.

115

0.10

7 0.

066

F5

0.13

7 0.

159

-0.0

13

0.10

0 0.

124

0.13

8 0.

031

0.02

6 -0

.022

0.

046

0.02

3 0.

151

-0.0

26

0.11

2 -0

.049

0.

076

0.07

5 0.

150

0.07

9 0.

015

F6

0.05

0 0.

284

0.00

1 0.

170

0.07

1 0.

169

0.03

6 0.

152

-0.0

33

0.12

7 0.

040

0.18

4 0.

004

0.16

9 -0

.092

0.

224

0.02

5 0.

155

0.04

8 0.

135

F7

0.10

6 0.

188

-0.0

78

0.14

4 0.

042

0.14

2 0.

007

0.06

0 0.

022

0.05

1 0.

051

0.19

6 -0

.034

0.

122

-0.0

16

0.12

4 0.

058

0.17

8 0.

079

0.09

0 F8

-0

.049

-0

.037

0.

078

-0.0

49

0.00

9 -0

.058

0.

028

-0.0

35

-0.0

10

-0.0

29

0.01

8 -0

.097

0.

053

-0.0

29

0.05

3 -0

.104

-0

.013

-0

.048

-0

.039

0.

006

F9

0.12

0 0.

113

0.02

2 0.

084

0.10

2 0.

149

0.05

6 0.

119

-0.0

37

0.04

8 0.

001

0.12

3 -0

.036

0.

123

-0.0

73

0.15

4 0.

025

0.11

6 0.

063

0.05

8 F1

0 0.

054

0.09

3 0.

018

0.00

1 0.

188

0.13

0 0.

020

0.00

4 -0

.019

0.

029

0.02

6 0.

104

-0.0

14

0.07

3 0.

002

0.08

5 0.

072

0.06

4 0.

049

0.03

0 F1

1 0.

130

0.18

5 -0

.011

0.

123

0.10

7 0.

172

0.02

6 0.

119

-0.0

72

0.07

5 0.

027

0.18

1 -0

.044

0.

171

-0.0

62

0.19

1 0.

051

0.16

8 0.

086

0.10

3

Page 49: Tabletop Role-playing Games (TRPG) and Group Coherence

49

P N N P P P P N P P P B11 C11 B12 C12 B13 C13 F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11

B11 — C11 0.313 — B12 0.223 0.081 — C12 0.103 0.372 0.256 — B13 0.177 0.112 0.252 0.071 — C13 0.063 0.257 0.082 0.254 0.476 — F1 0.121 0.149 0.057 0.129 0.116 0.161 — F2 0.003 -0.024 0.050 -0.063 0.068 -0.011 -0.203 — F3 -0.016 -0.071 0.013 -0.078 -0.012 -0.035 -0.183 0.117 — F4 0.131 0.130 0.025 0.087 0.095 0.121 0.265 -0.089 -0.394 — F5 0.101 0.152 0.045 0.086 0.094 0.164 0.383 -0.172 -0.032 0.265 — F6 0.081 0.250 0.058 0.216 0.114 0.211 0.288 -0.070 -0.085 0.194 0.287 — F7 0.094 0.168 0.056 0.134 0.071 0.111 0.302 -0.095 -0.130 0.292 0.373 0.298 — F8 -0.025 -0.084 -0.065 -0.067 0.003 -0.011 -0.051 -0.032 -0.008 -0.054 -0.069 -0.073 -0.170 — F9 0.110 0.176 0.043 0.159 0.049 0.154 0.495 -0.223 -0.139 0.239 0.460 0.344 0.335 -0.064 —

F10 0.109 0.112 -0.012 0.064 0.046 0.077 0.186 -0.088 -0.032 0.155 0.316 0.228 0.220 -0.043 0.301 — F11 0.130 0.186 0.046 0.156 0.078 0.202 0.395 -0.112 -0.033 0.186 0.437 0.445 0.378 -0.080 0.514 0.401 —

Page 50: Tabletop Role-playing Games (TRPG) and Group Coherence

A3

A4

A6

A7

A8

A9

B1

C1

B2

C2

B3

C3

B4

C4

B5

C5

B6

C6

B7

C7

B8

C8

A3

Pear

son'

s r

p-va

lue

A4

Pe

arso

n's r

0.

317

p-

valu

e < 

.001

A6

Pe

arso

n's r

0.

141

0.00

2 —

p-

valu

e < 

.001

0.

937

A7

Pe

arso

n's r

0.

093

0.04

9 0.

041

p-

valu

e 0.

001

0.09

6 0.

163

A8

Pear

son'

s r

0.21

1 0.

457

0.04

9 0.

006

p-va

lue

< .0

01

< .0

01

0.09

4 0.

851

A9

Pe

arso

n's r

0.

080

0.28

2 0.

019

-0.0

47

0.47

5 —

p-va

lue

0.00

6 < 

.001

0.

506

0.10

9 < 

.001

B1

Pe

arso

n's r

0.

030

0.04

1 -0

.083

0.

007

0.06

4 0.

050

p-va

lue

0.31

0 0.

163

0.00

4 0.

805

0.02

8 0.

089

C1

Pe

arso

n's r

0.

008

0.05

9 -0

.078

0.

020

0.02

6 0.

084

0.17

5 —

p-va

lue

0.77

7 0.

045

0.00

8 0.

506

0.37

3 0.

004

< .0

01

B2

Pear

son'

s r

0.05

2 0.

017

0.07

4 0.

051

0.04

3 -0

.089

-0

.187

-0

.059

p-

valu

e 0.

076

0.56

1 0.

011

0.08

2 0.

142

0.00

2 < 

.001

0.

045

C2

Pe

arso

n's r

0.

084

0.09

5 -0

.003

0.

007

0.10

8 0.

024

0.02

8 0.

172

0.23

9 —

p-va

lue

0.01

1 0.

004

0.93

1 0.

821

0.00

1 0.

461

0.40

1 < 

.001

< 

.001

B3

Pe

arso

n's r

-0

.025

-0

.062

0.

069

-0.0

16

-0.0

88

-0.1

74

0.07

0 -0

.045

0.

086

0.02

6 —

p-

valu

e 0.

385

0.03

3 0.

018

0.58

5 0.

003

< .0

01

0.01

6 0.

131

0.00

3 0.

431

C3

Pe

arso

n's r

-0

.020

0.

034

-0.0

24

-0.0

67

-0.0

37

-0.0

12

0.08

0 0.

125

-0.0

05

0.20

7 0.

418

p-

valu

e 0.

519

0.27

5 0.

442

0.03

1 0.

237

0.69

6 0.

009

< .0

01

0.86

7 < 

.001

< 

.001

B4

Pe

arso

n's r

0.

063

0.04

5 -0

.005

-0

.042

0.

027

0.02

6 -0

.002

-0

.027

0.

069

0.02

4 0.

037

0.01

6 —

p-

valu

e 0.

030

0.12

4 0.

857

0.15

7 0.

347

0.37

4 0.

934

0.35

6 0.

018

0.46

3 0.

208

0.61

3 —

C4

Pear

son'

s r

0.05

6 0.

088

-0.0

62

-0.0

65

0.04

7 0.

043

0.07

9 0.

200

-0.0

13

0.15

9 -0

.040

0.

185

0.34

9 —

p-va

lue

0.08

5 0.

007

0.05

4 0.

045

0.14

9 0.

181

0.01

4 < 

.001

0.

676

< .0

01

0.21

0 < 

.001

< 

.001

B5

Pe

arso

n's r

0.

019

0.01

0 -0

.015

0.

005

0.07

7 0.

006

0.06

5 0.

052

-0.0

16

0.00

0 -0

.039

-0

.060

-0

.016

-0

.019

p-

valu

e 0.

514

0.74

4 0.

603

0.85

4 0.

009

0.82

5 0.

026

0.07

7 0.

582

0.99

0 0.

186

0.05

2 0.

573

0.56

2 —

C5

Pear

son'

s r

0.00

1 0.

043

-0.0

52

-0.0

16

0.03

2 0.

046

0.03

5 0.

140

-0.0

22

0.18

0 -0

.064

0.

072

-0.0

13

0.24

0 0.

018

p-

valu

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Page 51: Tabletop Role-playing Games (TRPG) and Group Coherence

A3

A4

A6

A7

A8

A9

B1

C1

B2

C2

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p-va

lue

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son'

s r

0.07

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s r

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60

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01

Page 52: Tabletop Role-playing Games (TRPG) and Group Coherence

B9

C9

B10

C10

B11

C11

B12

C12

B13

C13

F1

F2

F3

F4

F5

F6

F7

F8

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s r

p-

valu

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valu

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valu

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3 Pe

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230

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son'

s r

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8 0.

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valu

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arso

n's r

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valu

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125

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919

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.001

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son'

s r

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025

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lue

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s r

0.04

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115

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valu

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086

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valu

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725

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276

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arso

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Page 53: Tabletop Role-playing Games (TRPG) and Group Coherence

53

Appendix D This is the summary of the results in Tables 16 and 17 together with the actual B-statements for easier reference. In the table in the appendix, the statements are divided into three sets depending on whether both B-statements and C-questions correlated with the FUN construct, only C-questions, or none. Both B-statements and C-questions correlate with FUN

Q GNS Statement

B1 G‒

SCB+

If my character has a significant flaw that becomes relevant during a tense mo-ment in-game, I would still want to act out the flaw, even if it would be costly or dumb from a tactical standpoint, to stay true to my character.

B3 G+

SSI‒

I prefer it when GMs reward players for being smart, creative, or extra engaged, by handing out additional benefits to their attempted actions, like bonuses to skill checks. Ideally, I'd want GMs to do this, even if the extra rewarding of players isn’t included in the rules as written.

B11 SSF‒ N+

I prefer when the story can be free to go wherever needed in the exploration of deeper topics, rather than being limited to a specific pre-defined situation, mis-sion, or activity. Instead of events unfolding only based on logical progression, ide-ally events are designed by both GM and players to challenge the beliefs of the characters and to pose questions about what really matters.

C-questions but not B-statements correlate with FUN

Q GNS Statement

B6 SSB+ SSF-

As a believable, functioning society, an in-game city should have citizens capable of dealing with important problems. Unless the player characters really are the best fit for the job, I’d expect NPCs to have begun elsewhere, perhaps even solved part of the mystery themselves. To me, it isn’t enough that a mission is given to players “just because”, even if the mission is exciting enough to build a campaign around.

B7 SSB‒ SAS+

If I were to play a campaign set in a premade setting that I am a big fan of, I would prefer the GM to be faithful to the premade setting, even at points where the orig-inal work may arguably have inconsistencies or oddities in its world-building.

B8 SCB‒ SAS+

For a campaign with a more serious tone, I’d dislike if a fellow player came with a very light-hearted character and vice versa. In my opinion, if a character breaks the tone assumed by the setting or campaign, that character will detract from play, and should preferably be tweaked to better fit in.

B9 SSI‒ N+

I am personally in favor of disregarding the rules at times where following them would be to miss a good storytelling moment. For instance, if characters very cen-tral to the plot should have died according to the rules, I am in favor of letting them survive anyway, if them being alive serves the story exploration better than them being dead.

B12 SCB‒ N+

I'm fine with tweaking a character’s backstory on the fly or justifying their behav-iors in hindsight, if it helps us tell a more interesting story. To me, the original vi-sion for a character is secondary to actually telling a great story together. I’d prefer if all players prioritized interesting contributions to the storytelling when making their characters.

Page 54: Tabletop Role-playing Games (TRPG) and Group Coherence

54

Neither B-statements nor C-questions correlate with FUN

Q GNS Statement

B2 G+ N‒

It is more important to me that scenes challenge my thinking and/or decision-mak-ing, rather than pose questions about human existence, culture, or society. In the end, I find difficult battles and/or mysteries a lot more interesting than exploring moral dilemmas or social issues.

B4 SSI+ SSB‒

If a supposedly powerful enemy is found to be easily killable through an unfore-seen and convenient exploit, then congratulations to the player who found it. They should be able to use the exploit freely, even if it would imply that everyone else in the game world has been too dumb to consider it themselves.

B5 G‒

SSB+

If the GM would allow an unintelligent enemy to wield complex weaponry or magic, just to offer us a more challenging fight, I’d be skeptical. If the GM wouldn’t soon offer a plausible explanation as to why the enemy knew how to use the ad-vanced tools, it would become harder for me to care about the setting, and I'd have less fun.

B10 SSB‒ N+

In an otherwise medieval fantasy setting, it might be weird to include a technologi-cally advanced civilization of robots. However, if the robots aided one of the play-ers in the thematic exploration of what it means to be human, a question very cen-tral to their character, then I would quickly forgive the leap in world-building logic since its inclusion gave way to good storytelling.

Page 55: Tabletop Role-playing Games (TRPG) and Group Coherence

55

Appendix E This is the jamovi correlation matrix underlying the analysis results that (i) there is a strong correlation between how important the respondents felt that the statements were and how hard it was to answer. Statements that mattered less were substantially easier to respond to. There is also (ii) a strong correlation between responding at the endpoints of the Likert scale (“strongly agree” and “strongly disagree”) and how hard it was to answer. Responses that were closer to the middle of the scale were substan-tially easier to respond to. The original answers on the 5-point Likert scale were recoded such that 1-3 were kept, 4 was recoded to 2 and 5 was recoded to 1. This way, both endpoints had the same en-coding. This is the new S2 (survey) variable. The hardness to respond was recorded during the interviews on a 10-point Likert scale and is the H variable. The perceived personal importance of each statement was also recorded on a 10-point Likert scale and is the I variable. The reason for choosing a 10-point scale during the interviews was that it is possible to catch many more nuances in an interview discussion format than in a survey. The jamovi correlation matrix between the three variables is shown here.

Correlation Matrix S2 H I

S2 Pearson's r —

p-value —

H Pearson's r 0.301 —

p-value 0.004 —

I Pearson's r -0.364 -0.183 —

p-value < .001 0.138 —

From the matrix, it can be seen that the strongest correlation is between S2 and I, with a correlation of 0.364 having p<0.1% in the direction of the responses being further from the midpoint of the 5-point Likert scale the more important they were perceived to be. An almost as strong correlation is found between S2 and H, with a correlation of 0.301 having p=0.4% in the direction of statements being harder to respond to the further from the midpoint of the 5-point Likert scale the responses were.14

While the p-values point to a high significance in the correlations, it is important to keep in mind that while there are many data points, they originate from interviews of only six respondents. In addition, those respondents were selected using convenience sampling. Finally, the concept of “hard to respond” could be divided into three com-ponents: difficulties in interpreting the question, difficulties in thinking the question through, and difficulties in having an opinion on other team members’ views. Thus, the results in this appendix should be seen as interesting observations rather than es-tablished facts.

14 The correlation between H and I is not interesting.

Page 56: Tabletop Role-playing Games (TRPG) and Group Coherence

56

Appendix F While the PCA of the B-statements resulted in a clustering, see Table 13, a deeper correlation analysis revealed some further facts. As was seen in the table, and stated in the main analysis, the first cluster consisted to a large degree of GNS-N and GNS-G category statements. The PCA clustering in Table 13 of course coincides with the cor-relation matrix, but it constitutes a one-dimensional reduction of two-dimensional data. Thus, some aspects are invariably lost. In an attempt to recover some more infor-mation from the correlation matrix, it was reinspected after the PCA cluster analysis.

Table 14 (repeated): Correlation matrix for GNS statements

B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12 B2 -0.187 — B3 0.070 0.086 — B4 -0.002 0.069 0.037 — B5 0.065 -0.016 -0.039 -0.016 — B6 0.055 0.004 0.032 0.039 0.268 — B7 0.019 0.048 -0.020 0.018 0.118 0.089 — B8 0.040 -0.033 -0.076 -0.071 0.141 0.009 0.089 — B9 0.133 -0.079 0.327 -0.073 -0.098 -0.040 0.008 -0.081 —

B10 0.076 -0.150 0.096 0.016 -0.199 -0.110 -0.060 -0.122 0.267 — B11 0.175 -0.206 0.161 0.046 0.003 0.118 -0.039 -0.065 0.191 0.235 — B12 0.123 -0.106 0.053 0.041 -0.046 -0.021 -0.059 0.039 0.201 0.201 0.223 — B13 0.058 -0.080 0.089 -0.018 -0.077 -0.037 -0.024 0.038 0.230 0.149 0.177 0.252

In Table 14 (repeated here), it can be seen that, apart from the correlations highlighted by the PCA, there exists a clear correlation between B5, B6, and B10. The common denominator between those three is SSB, which seems to be one of the GNS-S subcat-egories that worked well in the survey. Further, the correlation between B3 and B9 (both containing SSI), the constituents of PCA cluster 2, is the strongest in the entire GNS block of the correlation matrix.

This, in summary, leads to the conclusion that the categories GNS-N, GNS-G, GNS-SSI, and GNS-SSB worked well as components of a typology in this study while GNS-SSF, GNS-SCB, and GNS-SAS did not.