mattcolville
Adventurer
Chris Ware and Darwyn Cooke both at different times recently said that they thought it was somewhat foolish to make superhero comics for 30 and 40 year-olds.
The premise behind their thinking, and I know other pros who agree with them, is that you got hooked on supers when you were a kid, and that's about the right age for them.
In the late 70s and early 80s we got the first comic book stores, and a new revenue stream, Direct to Market. This caused a huge boom in readership as there were now local comic book stores kids could go to, instead of buying comics off the rack at 7-11 or news stands.
But that boom was just that, a boom. It didn't result in more and more young kids getting into comics as the years went by. Instead, you had this big bubble, the first generation to come of age with comic book stores, and as that generation aged the publishers keep chasing them. Trying to get lapsed readers back, trying to find new ways to get current readers to buy more.
But those people are now all in their 30s and 40s, even 50s, and what they want from superhero comics is very different from what A: they wanted when they were kids and B: what kids today want.
There should be a way, therefore, to both make the kinds of comics kids today would love, perhaps less violent, less Jungian, less sexualized, at least a little bit, and still make books that appeal to that older demo. In the absence of that Marvel and DC spend a lot of time trying to figure out how to extract more money from that dwindling older demo.
The same genre, supers in this case, shouldn't be forced to be all things to all people. I think there's a lesson there for our hobby as well.
During the height of its popularity, the early to mid 1980s, exactly the same period as the rise of the comic book store, D&D was played by, appealed mostly to, teenagers. Let's say 6th grade to college aged.
Players at that age, I think, want the kind of game AD&D was. Your character was motivated primarily by enlightened self-interest. You weren't out to try and save the world, you were basically Conan. You heard there was an unscalable tower filled with magic and treasure, you swore to be the dude who scaled it. Magic items were a source of great power and that's why you plumbed the depth of the Temple of Elemental Evil. Not because you thought you were Luke Skywalker out to overthrow the Empire. Because the Temple was there, full of magic, and conveniently labeled "Evil" to remove any qualms you might have had about killing its denizens.
There was lots of room for subtlety in that model. Roleplaying, negotiation, politics. There was an End Game back then; your character if he lived long enough would get a Keep and become a Lord and have influence over the events in the world. He'd retire, you'd make a new 1st level guy, and your old dude would get trotted out every once in a while to remind everyone how awesome he was.
That's the model that hooked millions of kids. And I submit to you that kids today aren't any different.
But *those* kids all grew up and while most of them stop playing after they've left school, the ones who keep playing start expecting more from the game. They want to be heroes. They want to save the world, rescue the princess, kill the Dark Lord and overthrow the Empire.
D&D is now designed by that generation of gamer and, I submit, the game they designed is meant to *appeal* to that generation of gamer. The problem with this is; it leaves no place for the kids who just want to kick down the door and kill the orc and steal the Apparatus of Kwalish.
Because the current version of the game changes your motivation. Items are no longer that big a deal. Adventures are now meant to interconnect and reveal a great badness at the end manipulating everything. Instead of being a series of unconnected episodes. Characters are expected to rect to evil, instead of take the initiative for the sake of self-aggrandizement.
In other words, like superhero comics for adults, we now have D&D for adults. And the product is very different because the audience is very different. I'm not talking about the rules, I think 4E is the best-designed RPG ever. I'm talking about what 4E assumes about its characters and players.
We have now Essentials and I think the mistake WotC is making is that they think they need to make the game *simpler* to appeal to new players. Well, maybe that would help, I'm not sure. Certainly AD&D did well in that demo and it was full of weird rules.
Rather, I submit that we need *two games*. One for teens, one for adults. And, of course, there will always be folks in one category happiest with the game from the other category.
These two games need not be "simple" and "complex," that's not the issue. The issue isn't the rules. The issue is; what do the two games assume about the PCs?
Conan D&D would have more emphasis on items, and gaining power and money, and presume the PCs want to go on an adventure *to amass power*. Like Superman and Spider-man, it's a power fantasy for kids.
Luke Skywalker D&D would put more emphasis on being a Hero, saving the World, longer, more coherent narratives. Power coming from your character and the choices you make during play, rather than the loot you plunder. This is D&D4. We have this game, it's perfect for this.
So what we need, WotC, Mike Mearls, is Conan D&D back. The market needs both, because the Adult Gamer, like the Adult Reader, wants different things from his hobby than the teenager. Even when that teenager is 34.
The premise behind their thinking, and I know other pros who agree with them, is that you got hooked on supers when you were a kid, and that's about the right age for them.
In the late 70s and early 80s we got the first comic book stores, and a new revenue stream, Direct to Market. This caused a huge boom in readership as there were now local comic book stores kids could go to, instead of buying comics off the rack at 7-11 or news stands.
But that boom was just that, a boom. It didn't result in more and more young kids getting into comics as the years went by. Instead, you had this big bubble, the first generation to come of age with comic book stores, and as that generation aged the publishers keep chasing them. Trying to get lapsed readers back, trying to find new ways to get current readers to buy more.
But those people are now all in their 30s and 40s, even 50s, and what they want from superhero comics is very different from what A: they wanted when they were kids and B: what kids today want.
There should be a way, therefore, to both make the kinds of comics kids today would love, perhaps less violent, less Jungian, less sexualized, at least a little bit, and still make books that appeal to that older demo. In the absence of that Marvel and DC spend a lot of time trying to figure out how to extract more money from that dwindling older demo.
The same genre, supers in this case, shouldn't be forced to be all things to all people. I think there's a lesson there for our hobby as well.
During the height of its popularity, the early to mid 1980s, exactly the same period as the rise of the comic book store, D&D was played by, appealed mostly to, teenagers. Let's say 6th grade to college aged.
Players at that age, I think, want the kind of game AD&D was. Your character was motivated primarily by enlightened self-interest. You weren't out to try and save the world, you were basically Conan. You heard there was an unscalable tower filled with magic and treasure, you swore to be the dude who scaled it. Magic items were a source of great power and that's why you plumbed the depth of the Temple of Elemental Evil. Not because you thought you were Luke Skywalker out to overthrow the Empire. Because the Temple was there, full of magic, and conveniently labeled "Evil" to remove any qualms you might have had about killing its denizens.
There was lots of room for subtlety in that model. Roleplaying, negotiation, politics. There was an End Game back then; your character if he lived long enough would get a Keep and become a Lord and have influence over the events in the world. He'd retire, you'd make a new 1st level guy, and your old dude would get trotted out every once in a while to remind everyone how awesome he was.
That's the model that hooked millions of kids. And I submit to you that kids today aren't any different.
But *those* kids all grew up and while most of them stop playing after they've left school, the ones who keep playing start expecting more from the game. They want to be heroes. They want to save the world, rescue the princess, kill the Dark Lord and overthrow the Empire.
D&D is now designed by that generation of gamer and, I submit, the game they designed is meant to *appeal* to that generation of gamer. The problem with this is; it leaves no place for the kids who just want to kick down the door and kill the orc and steal the Apparatus of Kwalish.
Because the current version of the game changes your motivation. Items are no longer that big a deal. Adventures are now meant to interconnect and reveal a great badness at the end manipulating everything. Instead of being a series of unconnected episodes. Characters are expected to rect to evil, instead of take the initiative for the sake of self-aggrandizement.
In other words, like superhero comics for adults, we now have D&D for adults. And the product is very different because the audience is very different. I'm not talking about the rules, I think 4E is the best-designed RPG ever. I'm talking about what 4E assumes about its characters and players.
We have now Essentials and I think the mistake WotC is making is that they think they need to make the game *simpler* to appeal to new players. Well, maybe that would help, I'm not sure. Certainly AD&D did well in that demo and it was full of weird rules.
Rather, I submit that we need *two games*. One for teens, one for adults. And, of course, there will always be folks in one category happiest with the game from the other category.
These two games need not be "simple" and "complex," that's not the issue. The issue isn't the rules. The issue is; what do the two games assume about the PCs?
Conan D&D would have more emphasis on items, and gaining power and money, and presume the PCs want to go on an adventure *to amass power*. Like Superman and Spider-man, it's a power fantasy for kids.
Luke Skywalker D&D would put more emphasis on being a Hero, saving the World, longer, more coherent narratives. Power coming from your character and the choices you make during play, rather than the loot you plunder. This is D&D4. We have this game, it's perfect for this.
So what we need, WotC, Mike Mearls, is Conan D&D back. The market needs both, because the Adult Gamer, like the Adult Reader, wants different things from his hobby than the teenager. Even when that teenager is 34.