Coding and Roleplaying - Is There a Connection?
TossCobble asks: "With table-top roleplaying giant Wizards of the Coast (makers of Dungeons & Dragons, for those not in the know) broadcasting an open call for adventure designers and developers (including an entertaining developer test to gauge your own game-design talent and knowledge), I found myself once again considering the odd appeal of gaming for us programming types. It's interesting that something so free-form-ishly creative, socially dynamic, and utterly fantastical be fun for folks so grounded in logical programming. Of course, my theory is that gaming and programming actually have more in common than we might think. Tabletop roleplaying involves coming up with creative solutions to problems set in a clearly-defined ruleset, involve constant data-tracking and minor mathematical equations, and involve working together with small groups of people toward like-minded goals. Conversely, love of roleplaying can illustrate how important creativity is to good programming. What do you think?"
A lack of women!
Well, I used to code, and me and the wife like to role play every once in a while, so I guess there is a correlation.
TWW
"Encyclopedia" is to "Wikipedia" what "Library" is to "Some people at a bus stop"
It's sad but true, and we know it.
Everybody's a libertarian 'till their neighbour's becomes a crack house.
We can't interact as easily in the real world...which makes knowledge as a pursuit much more interesting to us. It also means that being able to experiment with a world that obeys laws we can understand is much more satisfying.
I'm sorry. The number you have reached is imaginary. Please rotate your phone 90 degrees and try again.
I've noticed that cooking is also a big hobby for us computer nerd types.
Home brewing, too.
--saint
I ... [rolls d20] ... agree totally!
Whenever you have a set of people who can creatively think outside the box you will get unique solutions to common problems. A lot of the time people are told this is the way you must do something. By reinforcing play at with no constraints except for the effect from the choice you will get different ideas and solutions from the norm.
If you contrast table gaming with no rules for the players versus console gaming in which you must do x to get to y you will alwasy have more creative solutions in the table gaming. This doesn't mean a standard solution will not work or will not be better, but you can't change the boundaries of a console game for a unique solution to a problem so you never challenge the creative juices of a player and reinforce creative ideas; just the opposite you reinforce finding a solution only within the rules. Is this what you are talking about?
Quality Hosting e3 Servers
You see, it's actually that coders have no life sitting in front of their computer screens all day, and thus they try to make up for it by roleplaying.
.
..
...
(the sound you just heard is the myraid slashdotters modding this into oblivion)
I've always characterised software engineering as "the only engineering that doesn't do physics" (true at my university).
I think us programmer types are drawn to the appeal of being able to create our own virtual worlds, within which we define the laws of "physics" based on elegance and usefulness in the problem/game domain. The real world is too arbitrary and chaotic to be able to understand all the interactions in any given system properly. Programs and RPG worlds don't have that problem.
Tabletop roleplaying involves coming up with creative solutions to problems set in a clearly-defined ruleset, involve constant data-tracking and minor mathematical equations, and involve working together with small groups of people toward like-minded goals.
That applies just as much to the workers at McDonalds and to farmers as it does to basically any other job that requires an ounce of skill. Before the 1960s such tasks were often called "common capabilities". That is, they were the basic tasks that pretty much anyone and everyone was expected to be able to do. It's only now, with declining education systems in many western nations, that we consider mastery of such menial tasks to be an accomplishment.
Cyric Zndovzny at your service.
We like to dream , and we like to make our dreams reality .After all programming is about turning thoughts in to something tangible .Role playing is about turning the dreams of adventure we all have in to some sort of reality .
The only reason some people look down on it , is because they don't have the courage to do it for fear of looking silly.
The only things certain in war are Propaganda and Death. You can never be sure which is which though
Or am I missing some non-obvious shared characteristic?
Ignore the "p2p is theft" trolls, they're just uninformed
Thinking abstractly about "what-if" is key to creating code that does what you want and expect it to do. Thinking about what-if is fantasy, by definition.
Two wrongs don't make a right, but three lefts do.
It's like asking, why do football players attend keg parties? Coding and roleplaying are part of geek culture
perpetually dwelling in the -1 pits
In both programming and FRPs, you can make things happen so long as you can imagine it correctly. As someone once told me, "Programming is like building with pure thought-stuff." Everything happens in an alternate realm from the physical world (the computer's memory or the group's imagination) and isn't limited by what you can do in the physical world.
I think people who are attracted by programming's allure of creating programs just by thinking are also attracted by a FRP that lets you create a world with your own imagination.
-Peter
Geeks in general, and programming geeks in particular, seem to be very much interested in systems of all sorts. Not just systems in the IT sense, but any group of objects and/or forces with interactions between the elements of the group.
The combination of various skills, languages (another reason a lot of geeks like Tolkien), lands to explore -- and above all, magic -- comprise a field day for the geek intellect.
Either that, or it's the improbably skimpy leather armor those amazons are wearing...
Paleotechnologist and connoisseur of pretty shiny things.
I always found roleplaying boring and the same goes for star wars cultism. Well, people still call me a nerd as I fulfill many other qualifications (socially awkward, hw/sw tinkering, programming - of course).
Somehow (this is not meant as an offense) I feel that those roleplayers like to detach themselves from the real world in their games and that this is their primary motivation to do this.
Maybe some people are fascinated by detached fantasies and others are fascinated by the real world around them and maybe extrapolations (how the world could be changed).
Hence the correlation with RPGs. My initial thought would be that that correlation (ie take someone off the street[*] who likes RPGs, and they are relatively likely to like programming) is probably stronger than say enjoyment of computer games (ie take people off the street who like playing FPS games, there would probably be a lower percentage who like to program, but still a higher percentage than, say, that of random football fans. Because RPGs usually require more abstract visualisation than FPSs)
I expect you would find a similar correlation with things such as chess and puzzles, and traditionally geekly pursuits such as astronomy, rock/stamp/dinosaur collections, etc. (ie things where the attraction tends to be cerebral rather than visceral.)
The fun thing I found when I took up fencing long ago was that there was also a strong correlation between fencers and RPGs - wannabe hack'n'slashers, I assume. :-)
The above of course is highly generalised, but it's something I had previously wondered about.
fn *: Although in my experience most RPGers spend too little time outdoors to be accosted, even for the the purposes of idle thought experiments.
Given the make up of our current group (3 programmers, a game level designer, and an accountant (who used to work for a computer gaming company), there is most certainly a correlation. I got hooked on RPG's in College by a programmer, though the group I gamed with the most consisted of accountants, paramedics, engineers, and other non-programmer types. After college, our gaming group was highly programmer oriented or people who worked in the computer field. But given the various people I've gamed with over the past 25 years, lack of confidence in ones self seems to be the best description of the people I've gamed with. It gives the "shy nerds" a chance to be around people they are comfortable with and provides them an outlet for their natural creativity. Programmers tend to be "shy nerds" too. Since programming requires a similar mental creativity to gaming (creating intangable functionality out of nothingness), its only logical that the two should co-exist.. In other words, it takes imagination to program. Its a quality that almost every good programmer I've met has. Playing RPG's requires imagination.
Rob Miracle http://www.robmiracle.com
the social aspects of roleplaying are far less dynamic than real social interactions, because they are so much more controlled. you understand what your fellows are driving towards, the dialogue and situations are often cliched, or at least familiar, and there is less at stake, less responsibility, socially - if you make a jackass of yourself you can just claim you're roleplaying, and you already know that the people you're playing with are of a like mind to yourself, especially given the intelligent nature of a "game" such as RP.
there are less unknowns, less uncertainties - and this is what is usually a problem for the socially inept - lack of confidence because of lack of certainty, which is what comes across as nerdishness.
add into this the familiarity with the subject matter through books, films, and more recently computer RPG games, and the (to the mainstream) hurdle of a fantasy world is a non-event. the other aspect, which certainly will appeal to the mathematically design minded (not to mention the neurotic obsessive-compulsive detail freaks) is the range of stats, rules - *formal* descriptors of how the world interacts. if someone chucks a baseball at you, it's not down to something an unsporty nerd has little practice/familiarity with (ie catching it with his hands), but rather something quantifiable and determinate, stats, modifiers and a dice roll.
this may sound harsh, particularly as i'm a programmer and have been a roleplayer quite extensively myself, but in our heads we're all great actors, witty people, conversationalists, sometimes we just need to find the right outlet for it to come out in.
A succesful programmer is one that can sucessfully characterize and identify a problem. Far too often, I've seen people jump right into solving what they think the problem is (often during a meeting with a client), without first doing the (admittedly boring) legwork of ensuring that you understand the domain of the problem and the specific things that require solutions.
Unless, of course, you're talking in the realm of 133t h4x0r programmers. But there, the concern is being the hot coding stud, not in delivering a workable, maintainable, stable software product.
Two of the three best programmers I know have no interest in role playing games, or game coding. They work primarily with hardware interface/control and embedded systems.
However, I can imagine game programming talent might benefit from RP playing.
Actually, the grandparent is wrong. Wizards of the Coast bought the entirety of TSR, not just Dungeons and Dragons, as shown on the page that the parent linked to.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
I really enjoy getting into the characters - developing them.
Its not about the problem solving. Its about using my imagination to shape things. Coding is the same. I build upon the world, and the structures that I make please me.
A lot of the entertainment in role playing is in the fact that doing so is easy. I can code a behaviour I envision in perhaps a few hours or a few days, but I can create a character in a few minutes - and act him out with much greater detail.
I think that the reason behind this is not so much that coders like to solve problems, but that people who roleplay are drawn to programming for the same reason - its a personality type thing. Which personality type?
This one.
Mod me down and I will become more powerful than you can possibly imagine!
...having sex with fairies. We jocks do all that in the real world, except we don't call them fairies, we call them jocks
Although I'm a geek, I'm not gay, so please refrain from making generalizing statements like that.
Thanks for the info that jocks are fairies, though. One more reason to stay away from them.
Gamers have several reasons to be less-than-satisfied with WoTC, compared to TSR, including:
- "Updating" the ruleset (ie. version 3.5) to the point that half the "current" DnD books are using incompatible rules which require serious work by the DM in order for their material to work with the 3.5 rule-system.
I could go on... but I think I've proven my point: WoTC hasn't always shown consideration to its customers. The parent was perfectly justified for voicing dissatisfaction with WoTC. Mod him up./dev/random
Wizards of the Coast did NOT make Dungeons and Dragons. It was made by Gary Gygax, sold originally by TSR and then TSR was bought by WotC. When will people start recognizing this????
I don't know that there's necessarily a correlation. I enjoy programming, and I also enjoy role-playing, but without the influence of my friends, I never would have started RPing. These friends have pretty much zero interest in programming. In fact, one of the best roleplayers I know is definitely not the logical, problem-solving oriented type, at least in a programming/engineering manner. I think it's more of the whole geek/nerd culture thing going on...my friends come from a video-game playing background, but I do not but am a geek in a variety of other ways.
Programming and art are two sides of the same coin. They're merely different ways of reasoning, exploring, and doing. People who tilt too far one way or the other may be very good at that narrow task, such as coding or drawing, but not so hot at its opposite, which explains a lot of coders with no social life and artists who can't run a business.
Being successful requires the ability to deliver a product and understand relationships, and is true whether you're designing and playing games, working in the garden, or decorating a house. Image what would've happened if Steve Wozniak and Steve Jobs had never got together, if you want to test the theory.
Many religions, business theories, and ways of war have known this, and the best leaders, the best achievers, have made themselves and been made by a balance between logic and emotion, a positive drive, and the ability to move people. None of this is new, none of it is a secret. The only difference between those who make it happen and those who don't is in its application.
The Best Boss Is...
http://news.bbc.co.uk/1/hi/magazine/4357938.stm
Conflict Resolution Pair Wins Nobel Economics Prize/ 0,9830,1588912,00.html
http://education.guardian.co.uk/higher/news/story
I know a lot of folks who play tabletop RPGs, boardgames, tabletop wargames, and other "old-fashioned" types of games. A LOT of these people (and they are not all male) work with computers all day; many of them are programmers or engineers. They get sick of staring at a PC monitor all day and like to hang around with actual people every once in a while.
-----
Sorry, I'm only a 1336 h4x0r.
Role Playing Games encompass a lot. One big part of role playing games is designing logical systems for determining the outcome of events. Example: You are Jay D'Canton, a Paladin, you are wearing chain mail and carrying a mace. You enter a room with four Orcs. Three of the Orcs are armed with wooden clubs and wearing thick animal furs, the fourth has a short sword and studded leather armor. How does the battle go?
Well, figuring out whether the Orcs get Jay's head for their pointy stick, or whether Jay makes short work of them depend on a lot of factors. Is Jay fresh out of Paladin school, or has he been at this for a while? How much protection does his armor give? Are the furs the Orcs are wearing purely decorative or do they offer cushioning versus Jay's mace?
So, varous systems are created, if Jay has killed x number of Orcs, he'll become a "level two" Paladin who is better at fighting and avoiding attacks. The Orcs will get a damage and "to hit" penalty based on Jay's armor, which will also be represented by a number called an armor class. So too will every aspect be determined, with each step be given a logical number value and with the steps relating logically. You should be able to take a list of numbers, including numbers created by die rolls, run them through your system, and figure out the outcome.
Ah, the systems... the beautiful beautiful systems. Everything from systems for determining the weather to a system determining the random effects of the Wand of Wonder.
This all works until those horrible Players come along and mess up your beautiful system. "I don't think the Orcs should be able to hurt me with wooden clubs. Oh, and," quick edit to Jay's character sheet, "turns out my mace is a magical mace +5 versus Orcs."
Meanwhile, you have some people across the street dressed up as Vampires, but they aren't rolling dice at all. They are treating the game as improvisational Theatre. They may have a system, too, but they seems to see things in terms of "roll playing" versus "Role Playing." (I really don't know much about them, though I have one of their game books, for the collection of course. Still... I got a distinct impression from reading White Wolf magazine while looking for Call of Cthuhlu articles.)
Personally, I prefer board games in the popular genre's to their role playing equivalents. They have a nice, rigid sense of order. Of course, you don't get to create your own systems, or build a big "Dungeon" or "Module" system out of the smaller systems provided in the books. However, what does it matter when your fellow players would rather ignore the rules or shoot the breeze.
Besides, I more likely to get a "non-gamer" to play a game of Dungeon! or Black Morn Manor with me than a game of Dungeons and Dragons (and believe me I've tried!)
Of course, my brother (call him "Inu Yasha"), who is deathly afraid of computers loves getting together with the guys for an evening of pizza and D&D. I think it is more for the comaradery than enjoying of watching a rigid system designed to determine the effects of an undead invasion in a small medieval hamlet. Trust me, the guy just started using Email, and when he sees some of the things I do with my computer, he's like, "That's horrible, that's like the inventions of that guy from Gremlins. I'll be happy using a DVD player to watch movies rather than that complicated set-up." Actually, he may have said The Goonies, but I think Gremlins is a cooler movie...
What was my point again?
"MIT betrayed all of its basic principles."
The glory days were Gygax, and everything's gone down since then? O.o
That might have been when the game was the most popular, but the common consensus among most people deeply into D&D itself as a hobby is that 2e was the halcyon days everyone wishes we could return to...or rather, 2e content with the 3e ruleset.
Oh, and the slow and painstaking process of creating the most detailed fantasy world out there(The Forgotten Realms) has really only been happening since Gygax left...and if you're going to say that the Realms' framework restricts DMs from being creative, then I seriously invite you to look at a supplement again, which are dripping in unresolved mysteries for DMs to pick up and run with(like the Sorceress in Grey, or just what Nchaser's up to, or just what 1374's Roll of Years' name is alluding to, or what the Lady Penitent is doing, or why Khelben spun off the Moonstars(Tel'kiira) from the Harpers, although Stephen Schend's likely going to deal with that one in Blackstaff...)
The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
yes, but some code reviews I have seen were very much like that ;-)
Now we'll have a wave of LARPers applying for coding jobs, and all office disputes will be resolved by a fiesty game of paper-rock-scissors.
Returned Peace Corps IT Volunteer
You need abstraction and fantasy do model a real-life problem in a computer language. And you must not be within the problem but outside looking onto it. Same applies to social roles. First step is to be able to take a look from the outside on your role (abstraction), second is to image how it would be to play a different role (fantasy). I find the correlation pretty darn obvious.
On se Internetz nobody noes your German.
Which means that computer programs generated from said satanic code are satanic.
Which means that, if there's a correlation, and Chick comes to this conclusion, his website will be off the net pretty soon.
This sig no verb.
The only real connection between programmers and roleplaying games is when Operation Sundevil (http://www.eff.org/legal/cases/SJG/)raided Steve Jackson Games' offices over the Cyberpunk RPG. I think the correlation you mention would also be found among polymer scientists, physicists, chemists, or any other field filled with moderately intelligent, nerdy people.
I'm kind of surprised not to see SJG/GURPS mentioned alongside TSR in the followups, it was a much more flexible and open system. Or Shadowrun? It was pretty interesting too.
(%i1) factor(777353);
(%o1) 777353
Gary Gygax: "It's a..." (rolls dice) "...pleasure to meet you!"
(later in the program, Gary rolls dice to make a decision, and Al Gore grabs his arm. Al Gore: "Put the dice away, or I'm taking them away!"
BAJAJAJA!!!
(%i1) factor(777353);
(%o1) 777353
You can say that it's because coders have no lives, and need imaginary ones to feel good about themselves - might be true for some. You can say we game because we are inherently more creative than the general population - also might be true for some. I think the coding - gaming connection comes from imagination. Not to say that we have better imaginations than other people, but to say that gaming requires maintaining another world in your head, and coding requires maintaining another world in your head - in this case one made of variables and interwoven systems. Variables and interwoven systems - could be characters and political alignments, etc. I think the act of coding because it relies so much on keeping track of an invented, possibly not implemented yet system in your head, is rather like DMing an RPG, keeping track of a system, implementing it part by part (telling the players) adapting it to bugs (player behavior) and simulating and estimating what it will do (response to player behavior.)
Finally, I am able to help with the amazing mastery of Microsoft BASIC v5.21 on CP/M 2.2 that I had in my youth. I never thought that this moment, and my hours spent in front of the computer writing programs to create D&D characters would pay off 22 years later!
.4, 1.2 and 2.2. That should be 1, 1, 2 for a total of 4. Your function would return 0 + 1 + 5. Yeah, you're adding in those extra 1s, but because they aren't within the INT() they aren't being used properly.
INT() doesn't round, it truncates.
So let's say the 6*RND does return 1.6, 2.4 and 3.3... You're right in that his function would return 2.6 + 3.4 + 4.3 = 10.3... truncated to 10.
Now yours:
INT((6 * RND(0)) + INT(6 * RND(0)) + INT(6 * RND(0) + 3 )
But your function is just as wrong. Suppose RND*6 returns
It should be simply written as this...
INT((6 * RND(0) + 1) + INT(6 * RND(0) + 1) + INT(6 * RND(0) + 1)
Or if you were a master at BASIC, you would do something like this, knowing that this is a routine that you will use over and over again:
DEF FN D(D%) =INT(D% * RND(0) +1)
Then write your line:
D(6) + D(6) + D(6)
I think this is a lesson in, always break things down to their simplest components, and then just do that. Don't try to be fancy and shortcut steps... it makes your code harder to read, as well as potentionally introduces bugs.
Most serious gamers don't buy games out of a shrink wrapped box any more - they take packages from a number of sources and roll their own rules distro ... wait, what was the the article's original question? :)
How many actually roleplay, as oppose to powergame?
Visit any MMORPG and you'll find a vast excess of "K3wLd00dZ" over those trying assume a role. They run around talking smack and looking to exploit any flaw in the game design that they can. In fact, often they don't even seem to want to play the game at all, so they beg for resources from other players to shortcircuit the advancement process.
I suspect that the reward for the majority of players (if not most) is the advancement in "power" of their characters and the excitement of risk in "combat", rather than dialogue and character development.
These advantage of these games is that the ruleset is well-defined, unlike life. Life and social relations are messy. What is social success? It's a state rather than an accomplishment. Its measurement is relative and subjective. You can never finish and move on to the next goal. It requires constant effort and it can still fall apart for reasons outside your control.
So it's no wonder that people who have a strong affinity for defined structure (unambiguous, follows a logical ruleset, black and white) are less likely to find social situations rewarding, and more likely to find both games and coding (what could be more black and white?) very rewarding. The creative aspect of roleplaying games is just icing on the cake for some.
How did this garbage get modded "Insightful"? Wow.
First of all, creating a fantasy world in a computer game is an incredibly collaborative effort these days. The days of some lone geek sitting in his garage making a game is long over. Even small casual games have teams of at least 3 people. You need a minimum amount of people skills if you're going to create a fantasy world in the medium I'm most familiar with.
Now, let me give you some real insight: a book doesn't have to be set in a "magical fairy realm" or "deep space" or "an alien planet" to be escapist. Hell, most "mainstream literature" is escapist; why do you think people read books like The Hunt for Red October or Patriot Games? Because they're fascinated by Russian sub or missile technology? No, because they want some adventure and excitement in their lives. They live vicariously through the spies, CIA operatives, and other characters as much as the person reading A Game of Thrones lives through the knights, schemers, nobles, and other characters in that book. Of course, that book isn't all "pleasant", and hopefully you didn't identify too closely with the character that gets beheaded or died of a seemingly minor wound....
So, stop with the tired "lolz @ teh dorks!" attitude already. Everyone engages in a bit of escapism once in a while. And sometimes people read a book because it's genuinely a good story, whether it's fantasy, science fiction, or "mainstream".
Brian "Psychochild" Green
MMO developer's blog
You know, there's a disturbing trend I'm noticing among a lot of nerds, and your post, complete with name calling (" Dorks like roleplaying") and armchair shrink trolling ("the sooner they stop the self-denial and start becoming adults, the better") is just a prime example of that: the "I'm Mr Perfect, you're all idiots, losers and in denial to boot" kinda mentality. In fact, I'll postulate that that should be _the_ definition of a "nerd" or "dork", and might well be the reason for social ineptness.
I know society as a whole is judgmental, relatively self-centred and "us vs them", but (like many other activities and social rituals they don't understand) nerds take this to an extreme it was never supposed to be taken to. It's like noticing that people use salt and vinegar in their soup, and deciding to make your soup out of _only_ salt and vinegar.
The social "us vs them" theme is supposed to find some common ground for the "us" part in that gossip. It's real purpose, conscious or not, is to find some common grounds to backpat each other in that "us" group. E.g., yeah, we might have other differences of opinion, but we're both fans of the same football club, so we're great. Not to become an "Me vs the rest of you losers" extreme.
Basically you know you're a nerd when your world is made of one Mr Perfect prototype, yourself, and sad losers who fail to measure up to that. And every single tiny difference of interests or difference of opinion is put on a pedestal, as definitive proof that everyone else is an idiot. And hey, it was said by Mr Perfect himself, so it _must_ be true.
Basically you know you're a nerd when you find yourself passing such broad sweeping judgments, like:
- did you study, say, law or medicine while I was learning to optimize assembly? Bah, what a sad loser. I bet you can't even code your own kernel drivers. Is that sad or what?
- ok, so you studied CS too, but do you use the same OS, language or editor that I do? You use another one, huh? (E.g., so we're both on Linux, but you code in C++ while I do Java, or viceversa, and use vi instead of emacs, or viceversa. Or worse yet, you use an IDE.) Ah-ha! I knew it. Idiot. It's people like you who are what's wrong with the world today.
- and how long is your uptime anyway? Only two weeks? Hah. Loser.
- what hobbies do you have anyway? Is it books or movies while I prefer gaming, or viceversa? What a sad loser you are, then. You're in denial. Grow up, get a life, get the One True Hobby.
- Ok, so if it's the same hobby, what flavour of it is it? E.g., do you prefer SF/fantasy books movies while I prefer murder mysteries, or viceversa? Haha, I knew it, it sucks to be you. You only read those because you don't have a life and are in denial. Or if it's games, do you like story-driven games while I like Mario-style jump puzzles, or viceversa? You guessed, you're a loser again for failing to measure up to my perfection.
Etc, etc, etc.
It's a sort of a sieve that really doesn't let anything through. There is no "us" in a nerd's "us vs them", it's one big case of Mr Perfect vs 7 billion sad losers who fail to measure up.
A polar bear is a cartesian bear after a coordinate transform.
Let me reiterate something that I said in another post earlier today. Left-right is an economic scale that ranges from communism/socialism (far left) to pure laissez-faire capitalism (far right). Right wing has nothing to do with "intelligent design," knowing factiods of every war, and other similar issues.
Political correctness and the push for "intelligent design" in schools and knowledge of every little factoid of war history (slanted, of course) is a symptom of authoritarianism (even though the left authoritarians and right authoritarians exhibit it in different ways, as the grandparent and parent posters showed). Authoritarianism cannot be measured on the left-right scale; rather, you'll need to create a new scale. There is another scale ranging from authoritarian (where authority/tradition/society > individual freedoms) vs. libertarian (where individual freedoms > authority/tradition/society).
You might want to check this out.
Did I see the crash comming? Yes. Did I do anything about it? No. Instead I spent time in the world of RP ending up as a wizard writing my own part of the world. That was mush easier than trying to work with the real world and make it work for me and the people around me. After the crash of my life I haven't spent anywhere near the amount of time in the world of MUD:s again.
It's all about where you can get in control. For me it was clearily programming and RP in combination. Today I am a dormant mudoholic.
All of the things you mention are part of creating a character.
If you think that making notes on a sheet is creating a character, then you're probably not a very good RPGer. Doing something and creating are one thing, just as writing a program and writing a program that does something are one.
Mod me down and I will become more powerful than you can possibly imagine!