Since the pandemic started, I’ve spent a lot more money on RPG products, especially from Exalted Funeral and through kickstarter. Overall I’ve been happy with these purchases, and thankfully have not experienced any kickstarter disasters, aside from very long but understandable delays in shipping physical products. Many of these products are clearly labors of love, and exhibit a high quality in terms of materials, art, writing, and design. Yet, at the same time I sometimes look at my shelf of games and think, “why?” Why do I have all these games, which together consist in content that I probably do not have time to play through. For example, I’ve backed several Mork Borg kickstarters, including this deluxe vinyl record-slash-adventure module, and yet have managed to play exactly one session of Mork Borg thus far. It’s not that I haven’t been playing games at all; I have, sometimes with multiple groups, but that’s been a lot of 5e. And of the non-5e games I’ve run, half of the time I’m running a game that is free or very cheap, especially as a pdf.
I mention the above because it’s my personal version of what might be a problem with the TTRPG hobby, namely it’s relationship with consumerism, collecting, and exhange. This dynamic goes back to the origins of the hobby, when dnd evolved from a very DIY practice with very different cultures of play to it’s codification for the sake of commodification in AD&D. In a consumer society, this ensured that the game would become popular or endure, but players did ask at the time if something was lost in the process.
The contemporary version of this would be the explosion of 5e as a “lifestyle brand,” and along with it all the deluxe products people are making for it (I’m thinking, for example, of the announcement today of the Beadle and Grimm’s platinum Spelljammer set). There’s also the constant kickstarters, which are easy to hype on the front end but can be rather disastrous in some cases, either because of incompetence or actual bad actors. Meanwhile, the influencer-driven aspect of the hobby and the idea that when you buy a product you are also buying into a “community” can have toxic effects and enable abusive people.
I realize this is perhaps an irrational worry—if other people want to spend their excess capital on deluxe editions and $600 DM screens, how does it affect me? Yet I do see aspects of this that mirror monetization in video games—i.e., fine for most people, but predatory for some. There’s a general lack of accountability for kickstarter projects gone awry. At its most extreme, the mindset of buying and collecting opens the door to “products” like NFTs that are truly exploitative. At its least extreme, and most intangible, it turns a hobby that’s about DIY and creative imagination into yet another corporate product.
What do you all think? Am I wrong to find something distasteful in consumerism in the hobby (even my own)? Is there a line to be drawn somewhere (perhaps at NFTs)? Is it still a DIY hobby, or has that not been the case for some time now?
Some recent blog posts and articles on this topic. They express a range of positions on the role of commodification and commercialization in ttrpgs:
Prismatic Wasteland - Hey, You Got Commercialization In My Hobby
Traverse Fantasy - Steps to Demonetize the TTRPG Hobby
Tom Van Winkle - The Commodification of Fantasy Adventure Games
Helpful NPCs - Dungeons & Dividends (Or, D&D's Monetization Problem)
Jacobin - Dungeons & Dragons Is a Case Study in How Capitalism Kills Art
I mention the above because it’s my personal version of what might be a problem with the TTRPG hobby, namely it’s relationship with consumerism, collecting, and exhange. This dynamic goes back to the origins of the hobby, when dnd evolved from a very DIY practice with very different cultures of play to it’s codification for the sake of commodification in AD&D. In a consumer society, this ensured that the game would become popular or endure, but players did ask at the time if something was lost in the process.
The contemporary version of this would be the explosion of 5e as a “lifestyle brand,” and along with it all the deluxe products people are making for it (I’m thinking, for example, of the announcement today of the Beadle and Grimm’s platinum Spelljammer set). There’s also the constant kickstarters, which are easy to hype on the front end but can be rather disastrous in some cases, either because of incompetence or actual bad actors. Meanwhile, the influencer-driven aspect of the hobby and the idea that when you buy a product you are also buying into a “community” can have toxic effects and enable abusive people.
I realize this is perhaps an irrational worry—if other people want to spend their excess capital on deluxe editions and $600 DM screens, how does it affect me? Yet I do see aspects of this that mirror monetization in video games—i.e., fine for most people, but predatory for some. There’s a general lack of accountability for kickstarter projects gone awry. At its most extreme, the mindset of buying and collecting opens the door to “products” like NFTs that are truly exploitative. At its least extreme, and most intangible, it turns a hobby that’s about DIY and creative imagination into yet another corporate product.
What do you all think? Am I wrong to find something distasteful in consumerism in the hobby (even my own)? Is there a line to be drawn somewhere (perhaps at NFTs)? Is it still a DIY hobby, or has that not been the case for some time now?
Some recent blog posts and articles on this topic. They express a range of positions on the role of commodification and commercialization in ttrpgs:
Prismatic Wasteland - Hey, You Got Commercialization In My Hobby
If you are, like me, interested in maximizing the reach of your hobby-writing, you basically have to commercialize it. Charging money for your games makes people think “oh this is an important thing I should pay attention to!” Whereas, giving it away for free strikes people like you’re trying to hand out your mixtape on a busy city street. They don’t want it.
Traverse Fantasy - Steps to Demonetize the TTRPG Hobby
Something we can do, on an individual and a collective basis, is to reject the predominant culture of the hobby and to strive for a community with non-commercial interactions between members. This is not to say that the issue is grounded in the culture of the hobby, but that the culture of the hobby has developed to reproduce the sorts of relationships we have with each other. No more indie publisher guilds masquerading as unions (?) and misappropriating the language of anticapitalist critique (!) to convince you to buy their zines. No more Twitter pseudo-personalities taking offense at people pirating their work. No more snake oilers arguing with walls that Wizards of the Coast is selling trash, and therefore you should instead buy their trash. None of this makes anyone’s lives better, except for those fortunate enough to profit off of everyone else. Fortune here is mostly a function of being early to the chase and having a strong force of personality directed towards marketing. I want an exit.
Tom Van Winkle - The Commodification of Fantasy Adventure Games
And there is also the endless dream of living as a full-time hobbyist. But generally, putting a price tag on a game makes it socially real and legitimate in the ways described above, not just for others but also for ourselves. Only with $$$ does the fantasy of today become more than private. It became a part of mass culture when it cost money, a shared medium of exchange. Somehow, that is disappointing to a dreamer like me, as it was to Kask in 1981, yet one must acknowledge that the hobby would be much, much smaller and lonelier without this system of valuation of fantasy.
Helpful NPCs - Dungeons & Dividends (Or, D&D's Monetization Problem)
The Helpful NPCs team rejected several potential FLGSs due to their exorbitant table-rental fees–one even had the gall to offer free spaces unless the group was playing D&D, at which point they’d have to pay to rent a table! (Presumably, this fee was an attempt to siphon off of D&D’s popularity.) Companies crowdfunding vaporware and shovelware products are all over the Internet.
Jacobin - Dungeons & Dragons Is a Case Study in How Capitalism Kills Art
But Dungeons & Dragons is also a perfect illustration of how capitalism bends and deforms any artistic endeavors to its own ends, and how, whatever the specific details of the situation or the intentions of the people involved, the demand for profit will always subsume the desire for aesthetic value or artistic integrity.