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So What IS Happening to Tabletop Roleplaying Games? Dancey & Mearls Let You Know!
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<blockquote data-quote="delericho" data-source="post: 7661363" data-attributes="member: 22424"><p>While that's true, it's a reality that D&D will have to face if it wants to survive*. Simply saying, "oh well, that's just the way it is" and then carrying on as though it isn't won't really help.</p><p></p><p>So... If time is precious, and especially if big blocks of time are very hard to come by, what to do? And here I think Mearls is broadly correct:</p><p></p><p>- Ideally, we want a game that requires minimal preparation, that can have that preparation done in a snatched few minutes here and there, where that preparation can be done without needing access to the physical books that are on our shelf at home, and where that preparation is itself fun.</p><p></p><p>- We want a game that allows us to fit the maximum fun into the time available. If I've got a three hour session once every two weeks, I don't want to spend two and a half of those hours slogging through a single throwaway encounter - I want to resolve that battle quickly and move on. (Conversely, though, if that encounter was the climactic battle of the multi-year campaign, I'm probably more than happy to dedicate a whole session to it. And yes, both of the above are real examples from actual play. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>Of course, what constitutes 'fun' differs from group to group. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* Note quite true, of course - they could sack their current, greying customer base and bring in a whole load of kids to replace us. But assuming they've tried that and it didn't work so well, they're stuck with us. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 7661363, member: 22424"] While that's true, it's a reality that D&D will have to face if it wants to survive*. Simply saying, "oh well, that's just the way it is" and then carrying on as though it isn't won't really help. So... If time is precious, and especially if big blocks of time are very hard to come by, what to do? And here I think Mearls is broadly correct: - Ideally, we want a game that requires minimal preparation, that can have that preparation done in a snatched few minutes here and there, where that preparation can be done without needing access to the physical books that are on our shelf at home, and where that preparation is itself fun. - We want a game that allows us to fit the maximum fun into the time available. If I've got a three hour session once every two weeks, I don't want to spend two and a half of those hours slogging through a single throwaway encounter - I want to resolve that battle quickly and move on. (Conversely, though, if that encounter was the climactic battle of the multi-year campaign, I'm probably more than happy to dedicate a whole session to it. And yes, both of the above are real examples from actual play. :) ) Of course, what constitutes 'fun' differs from group to group. :) * Note quite true, of course - they could sack their current, greying customer base and bring in a whole load of kids to replace us. But assuming they've tried that and it didn't work so well, they're stuck with us. :) [/QUOTE]
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