Thomas Shey
Legend
Well, that's just depressing.
Not realizing there are plenty of people in the hobby that are very shallow in their approach doesn't make them not exist. Maybe you want to avoid them if you can, but they aren't going away.
Well, that's just depressing.
I have met many players who are not interested in "collaborative storytelling." Many want to play a game, plain and simple. I still think the hobby is for them.
In my opinion, the real thing that makes RPGs RPGs isn't "storytelling" but agency -- the ability to do (or try) anything.As I've noted before, there are people who were there for token play from day one.
As I've noted before, there are people who were there for token play from day one.
...and a lot of them explore/expand into new areas over time.
None of that makes it not depressing.Not realizing there are plenty of people in the hobby that are very shallow in their approach doesn't make them not exist. Maybe you want to avoid them if you can, but they aren't going away.
None of that makes it not depressing.
The more people like that, the more likely the hobby will turn that way in general. And I don't want that.I don't know why it should be depressing that some people are very casual with the hobby; there are plenty that are with any other hobby, why should this be different?
In my opinion, the real thing that makes RPGs RPGs isn't "storytelling" but agency -- the ability to do (or try) anything.
For me to actually matter the setting element must either (a) be something there that we can interact with and can adapt to what we say or do or (b) be something I have a significant belief will be burned to the ground without there being a reset button. Which is why I don't give a damn about the Forgotten Realms, Golarion, or most of the other big settings. They're too big to fail. The Nentir Vale? Maybe Eberron? It's deliberately unstable and in its early years some DMs might have restarted the War. Our bar within Waterdeep. I mean sure that may burn. But a setting we made up together as part of session zero is inherently unstable, fragile, and vulnerable. There are no Elminsters. And I'm already invested in part of it because I made part of it and probably riffed on other peoples' parts.An interesting point was brought up in the What rpg system would you use for a 60+ session fantasy campaign? thread earlier this week.
It was expressed by @RenleyRenfield that fantasy settings were no longer of interest, because "none of their lore actually matters or has intriguing boundaries".
And it got me thinking---what qualities must lore possess to rise to the level of "actually mattering" in play?
Or perhaps put another way, what qualities must players perceive about lore for them to consider it as "actually mattering" in play?