What Does the RPG Hobby Need Now?

I think it is time to.finally kill prep. Games and adventures should be designed such that they can be used with little to no preparation. That can mean a lot of different things, but definitely includes embracing layout and art/cartography that informs. It means ending "paid by the word" style walls of prose. And it means tearing down the explicit divide between players and GMs.
Preparation is fundamental to the creation of entertaining ttrpg one-shots and campaigns. Consider the best published ttrpg adventures and how much preparation was required to create them. Great adventures, great scenes that get a group of players interested and engaged don't happen by accident. Can a GM adept at storytelling pull a fun adventure out of their butt? It happens, but that's the exception not the rule here. Running ttrpgs WELL is a skill that requires practice and regular education and more practice.

I watch way too many streamed ttrpg actual plays on YouTube and ..... the hundreds of sessions have proven to me that good GMs are are very rare creatures. In AD&D Monster Manual terms, that means about 4% of all streamed ttrpg adventures feature a GM who knows what they are doing. Which means most players aren't getting the experience they really want from the hobby.

The "explicit divide" between players and GMs is Game Mastery: using maps, creating interesting NPCs, knowing the rules, setting expectations, handling OOC issues, creating scenes that interest the players and challenge their characters, reward players for exceptional RP, plus more - and all that starts with PREPARATION.

And experienced players and GMs can tell when a GM is winging it. We can tell when a GM isn't familiar with the rules. We can tell when a GM hasn't prepared the combat scenarios. We can tell when NPCs haven't been fleshed-out. We can tell when the GM isn't familiar with the setting. And IMNSHO when GMs "wing-it", the adventure SUCKS. As A player, I have - and will continue to - dropped out of ttrpg sessions because I can tell the GM hasn't prepped their material. Say what you want about Matt Mercer but that guy is a Gamemaster. He knows his stuff and it's deeper than voice-acting. Do you think he just "wings it"? Of course not, and that's why his campaigns have been so entertaining for so many people.

In life, if you look at the people who are the very best at what they do, understand that preparation is foundational to their work ethic and resultant success. Doesn't matter what occupation. Again, sure, you can run ttrpgs with little or no prep. But, that experience will almost never be as engaging for a group as when done by a GM who has prepped their material and is ready to game.

Back on topic: What does the ttrpg hobby need? The same thing it's always needed and the reason why I started running games in the first place:

We need more players to step into the GM chair and run games for the thousands of players out here.

giphy.gif
 

log in or register to remove this ad


Here's a question: does the hobby need to be even more accessible than it already is? How accessible is "accessible enough"?
If you're talking about "Accessibility" as in, support for people with physical, sensory or cognitive impairments and disabilities, I think that there are many ways the hobby could improve.

I think that the more recent push by several developers to be more mindful about plain language, better use of white space in layouts (and big, structural headings and subheadings) is a great thing. Also increased awareness about "low hanging fruit" like color blindness.

Maybe more awareness on making PDFs and website digitally accessible? Better support and techniques for producing these things in a way that supports people reliant on screen readers?

I tend to get a lot of negative reactions when I mention these things, but I still think it's important (usually I get "there's no way we can make everything 100% accessible to everyone!" but that's usually an excuse not to do anything at all).
 

I think it is time to.finally kill prep. Games and adventures should be designed such that they can be used with little to no preparation. That can mean a lot of different things, but definitely includes embracing layout and art/cartography that informs. It means ending "paid by the word" style walls of prose.
100% agree but then 100% "I can't believe WotC wants $50 for 150 pages!"
 



I agree with a lot said here.

I’ll add my take: a fundamental understanding of how to tell stories. The “rules” of drama.
I feel an almost complete lack of understanding of the structure and tricks of good, efficient and effective storytelling permeates even the top tier of published adventures.

Most of my prep time is taken rewriting published adventures to give them simple things like hooks, ticking clocks, focused themes, eliminating story stalls, clarifying NPC portrayals and their motivations, adding story stakes to encounters, streamlining, simplifying, clarifying. etc. screenwriting 101 stuff.

And on the DM side, i see very very little discussion of these principles in “how to DM” articles and videos. Simple things like “get into a scene as late as possible, get out of a scene as early as you can, as soon as the outcome is clear.”

Or even basic discussion of stuff like “Definitionally, what IS a scene? What’ the purpose of a scene? When do you need a scene and when don’t you?”

It’s simple. You can learn it. I don’t see nearly enough talk about it.
 


I honestly don't know the answer to this but I keep thinking as we sit in the humdrum days between releases of anything from WotC - why are there so many damn D&D fantasy adjacent games? Shouldn't this be a time for publishers to be talking about anything else? Where are all the sci-fi games? The horror games? The apocalyptic future games? I feel like a lot of variety is under the surface but it just never sees the light of day.

And I'm sure the answer is that well, D&D is the 800 LB gorilla, and that's what people want to keep talking about. Which is fine, but here we are more than 6 months later, and I still can't tell you why I should choose Tales of the Valiant over D&D 2024, or Level Up over D&D 2024, or even 13th Age and Shadow of the Weird Wizard over any of the 5e games. I'm getting a weird sort of "fantasy setting/system" blindness, and I'm just not hearing or able to differentiate what the elevator pitch is for these games.

Shadowdark has done a great job I think in standing out as different. I've really enjoyed Mothership the past few months, and it is so night and day different from D&D both in theme, setting and mechanics. So what's a prep session look like for Mothership? Or Call of Cthulhu?
Shadowdark isn't a "damn" D&D adjacent game?

Anyway, there are a lot of "fantasy heartbreakers" for two main reasons. 1) Lots of designers want to try their hand at "D&D but better/different", and 2) lots of players want to play D&D style games . . . but "better/different". Groups choosing a close 5E variant like ToV or Level Up have different reasons, but often it's "I want to play D&D but not support WotC" . . . or of course they like some of the sub-systems in those games.

D&D games dominate the hobby, but there is no shortage of games with different systems and different genres. Especially now, we are in a golden age of RPGs, both D&D-style games and not-D&D games!

Getting your player group to try some of those other games can be a challenge, and more attention from publishers on that issue would be good!
 

We're right here.
and over here too!
 

Remove ads

Top