Trying to catch up here...
Being old enough to be critically aware of my own mortality (although delusional to the point of being frequently in denial of that grim truth) and without offspring of my own, I envision the day when my nephews and nieces will look at all of the RPG materials I've acquired over the years with the same jaundiced eye with which I've viewed the antique toys of the 19th and early 20th centuries.
Well I think this is one of the questions I'm asking: Will D&D gain a new audience, a new generation of fans, or will it gradually dwindle away into a kind of anachronistic ultra-niche hobby that fewer and fewer people are into? Some of the anecdotes in this thread seem to go against that notion.
Most all of the young crowd came in as brand new players, and have become loyal new fans who happily embraced the new rules set. Mike Mearls in one of their recent podcasts mentioned that their info showed more younger players, and that the "greying" of rpgs was not the reality....mine own experience the last 4 years agrees completely, so I don't think we are in a high walled rpg ghetto. There is room for expansion, and with yesterday's event of the PHB hitting #1 in the overall books category on Amazon people are certainly giving it a look.
Good to hear! So the good news is that there
are new, younger players coming in. But here's the million-dollar question: Can there be another boom? I'm not saying like the 80s, but what about something more moderate? New players have trickled in since the 80s, but it doesn't seem like there was another generational boom with 2E or 3E, just something more gradual. But I could be wrong.
So in reading this I found myself questioning the basic assumption that D&D is a "graying" hobby. A few years ago I would have accepted this without question, but now I find myself with a group where we have an equal number aged 40+ as 25 or less (oddly, no one in their 30's). And I'm in a second smaller group where there are more younger people than older. Obviously this is only my group, and I really don't have much contact with the gaming community beyond my group and these and other forums, so I'm not trying to say my group is typical. But it does make me wonder if we have any evidence beyond anecdotal that the hobby really is dying.
In the "Golden Era" thread (I think) someone made the comment that a gamer's career rises and falls and then might rise again, and that this follows somewhat of a pattern with age. We could imagine a kind of stereotypical gamer who gets into gaming at that magical age of 12 (or so), play a lot through his teens and then starts to slow down a bit in college, but still finds a group. Then, after college, his focus is more on career and perhaps marriage and family, so gaming drops away. Sometime in his mid-30s or so, with a stable career and family life, he's having a beer at a dinner party and ends up talking with another guy about D&D. Later that night he goes online and finds out about the new edition, and starts dreaming about playing again...
Of course there are as many "gaming biographies" as there are gamers, but I think that general trajectory is a common one - and certainly fits your observation that there's a gap in the gaming populace, but it might have more to do with age and related life circumstances than it does generation.
I don't regard the prevalence of MMOs as a sign that there is a groundswell of potential D&D players waiting to burst forth. Indeed, I see it as the exact opposite: Back in the day, before MMOs, there were a lot of people who just wanted to hack up monsters. They played D&D because it was the best option available at the time. Then MMOs came along and made it possible to hack up monsters on demand, with superior visuals, without having to assemble a gaming group or do a bunch of math or deal with a potentially-sucky DM. The monster-hackers migrated to MMOs, and they're not coming back, because MMOs are what they always wanted to play--D&D was just a substitute.
This is a very good point. I hate to sound like a "hater," but my first thought when reading this was, "Good riddance!"
That's what both we and WotC really ought to keep in mind. Without (I hope!) getting into edition wars, I think it's fair to say that one of the chief goals of 4E was to drastically overhaul the monster-hacking aspect of the game, to add a lot of tactical depth to combats which in the old days often devolved into whacking off chunks of hit points till somebody ran out. And it succeeded quite well at that. But it didn't bring the MMO players home. MMOs still do monster-hacking better than D&D ever can or will.
The question then is, if the monster-hackers are gone, is there any other set of people who might be drawn into the hobby? And I think the answer to that is yes. The great weakness of MMOs is that they offer very limited scope for creativity--and the great strength of tabletop is that it offers immense scope for creativity. D&D has always had great appeal to creative people, and that side of the hobby is still going strong. So D&D should be aiming to build on that strength. I see some encouraging signs that 5E is aiming in that direction.
I think you're right on here, and that 5E's "three pillars of adventure" probably arising out of a conversation around some of these issues. Combat is one pillar - which means that it is "only" one-third of what the game is about (in a general sense), but also that it is
fully one-third. The vast majority of D&D players
do enjoy combat, but it is that Extra Something - immersion within a story, the play of imagination, the thrill of exploration and lost mysteries, and the enjoyment of friends and role-interaction that sets tabletop gaming apart.
I was reading over
the pdf excerpt of the new edition of
Designers & Dragons and was thinking about how amazing the halcyon days of D&D
must have been, what an incredible, magical discovery it was, to take on the role of a hero in an imaginary landscape and story. I think the key going forward is to tap into that - not try to recreate the past, but connect with that which is universal - the play of imagination, the telling of stories and, of course, the
adventure.
Winning in theatres is doing nothing for Marvel comics. Movie tie-in comics tend to do well, but that's equally related to putting talent on those books at the same time, and making the characters visible, selling to existing fans. The movies generate almost no new comic fans.
This is a good point, although there is a difference beween comics and RPGs and that has to do with interactivity. You watch a movie, read a comic, but
play an RPG.
A hit movie *might* be nice, but it's not going to save the industry.
I agree, but as you just said--that the hobby is maintaining--maybe the industry doesn't need "saving?" It seems the general view is that the RPG industry is doing fine and is stable, but just isn't booming (although we just remember that all booms are followed by a bust). So I think the question isn't as much about how to save the industry, but how to grow it.
The best way to get kids into RPGs is the same way the majority of people were introduced: uncles.
Seriously. Family members and friends are the best way of getting people into gaming. It doesn't matter if the books are big and visible in Box Stores because kids are going to spend their hard earned money on stuff they know they like rather than take a risk on an unknown game. But if it's gifted to them that's a different story.
Getting people to think about "giving the gift of D&D" and targeting adults in a kid's life is the best way. Make parents remember the fun times they had with D&D when they were a kid. Or grandparents. Target the parents. Emphasise it as a family activity, something you can do with your kids as part of a family game night. A game that encourages read, and imagination, and math.
Yeah, I agree, although I do wonder about generational differences. I was gifted a set of hardcover AD&D books back in the early 80s when I was maybe 9 or 10 years old and remember diving deep into them, reading to all hours of the night - just loving the world I had discovered. But I wasn't raised in a culture in which I could simply turn on and tune in, pick up a joystick (or whatever) and be instantly entertained. In other words, the learning curve is different now - there are more competing distractions. So it goes beyond merely
gifting but also
teaching, and then it is a time issue.
People are masticating your ruminations. Just Cud.
Thanks. I guess.
