Thursday, December 6, 2012

Nature, Nurture, and Tabletop RPGs

After further consideration of the Nature VS Nurture debate, I think I have found a good comparison to the debate that (one) can help illustrate the idea I had in the previous post of Nature modifying Nurture, and (two) can be easily explained using Dungeons and Dragons of all things.

When you create a new character in D&D, there are various steps that you go through. A simplified version of it is that you roll dice to determine your basic ability scores (Strength, Dexterity, Intelligence, etc), pick a race (elf, dwarf, human, halfling, etc), class/profession (Fighter, Rouge, Wizard, etc), and then go on to select different skills, tactics, and equipment.

Now, one's Starting Nature would be those starting ability scores, paralleling different body structures and basic personalities. The Nurture-based parts of one's personality that can't really be attributed to Nature would be things like the characters race (which in some cases will modify your ability scores) and class (your basic training at least). However, once you get to choosing different equipment and skills, Nature would once again take over and modify the Nurture aspects to suit whatever purpose you could desire.

For example, you could have two players create identical characters, both with the same ability scores, class choice, and race, but the end results of those characters will be wildly different depending on what kinds of skills those players chose for their characters. Despite the same Nurture-based influences, you can end up with completely different builds for the characters.
This reflects how two people with the exact same background can behave in totally different ways.

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