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<blockquote data-quote="Celebrim" data-source="post: 7713426" data-attributes="member: 4937"><p>So should WotC or any other table-top RPG publisher. The success of a table-top RPG depends entirely on the ubiquity of people willing to put in the work - and let's not mistake it for anything else - required to run the game. If you aren't going to find people willing to sweat for your game, and if you aren't making more of those, and if you aren't supporting those, your game is dead. You'd be better off printing RPG-lite games like 'Zombiecide - Black Death'. </p><p></p><p>Speaking for myself, games like 'Car Wars' and 'Battletech' and 'Star Fleet Battles' that used to make me so excited (to say nothing of hexpaper war games) are largely dead for me because computers can so much better do math during play without detracting from the game than any paper tabletop game can. Even rules-lite-ish games like 'Necromunda' that still excite me some strike me as delivering an experience of play that probably would be more fun on a computer. The only thing that computers can't compete with is a good GM, or the sort of play you can create as a GM when you do your job well.</p><p></p><p>It would be really interesting to see information about not players, but tables. How many GM's does a game have. How many players does a GM have. How many players are there who would play, but can't find a GM and how many GM's are there but can't find players. I've always felt that D&D achieved its legendary status, not merely by being first, but by properly supporting the games 'ambassadors'. I can think of tons of older games that arguably had better rules than D&D, but none that supported play as well as D&D. Ultimately, it's the play that sells the game, not the rules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7713426, member: 4937"] So should WotC or any other table-top RPG publisher. The success of a table-top RPG depends entirely on the ubiquity of people willing to put in the work - and let's not mistake it for anything else - required to run the game. If you aren't going to find people willing to sweat for your game, and if you aren't making more of those, and if you aren't supporting those, your game is dead. You'd be better off printing RPG-lite games like 'Zombiecide - Black Death'. Speaking for myself, games like 'Car Wars' and 'Battletech' and 'Star Fleet Battles' that used to make me so excited (to say nothing of hexpaper war games) are largely dead for me because computers can so much better do math during play without detracting from the game than any paper tabletop game can. Even rules-lite-ish games like 'Necromunda' that still excite me some strike me as delivering an experience of play that probably would be more fun on a computer. The only thing that computers can't compete with is a good GM, or the sort of play you can create as a GM when you do your job well. It would be really interesting to see information about not players, but tables. How many GM's does a game have. How many players does a GM have. How many players are there who would play, but can't find a GM and how many GM's are there but can't find players. I've always felt that D&D achieved its legendary status, not merely by being first, but by properly supporting the games 'ambassadors'. I can think of tons of older games that arguably had better rules than D&D, but none that supported play as well as D&D. Ultimately, it's the play that sells the game, not the rules. [/QUOTE]
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