Scribe
Legend
My question was more about the idea that if people are not looking for something new, why would they be buying the new hotness?
FOMO
My question was more about the idea that if people are not looking for something new, why would they be buying the new hotness?
Depends on what they complain about. Sometimes a different version of D&D will do the trick.If you don't find any reason to try out new stuff, than of course be happy with the usual. But there are people who complain about D&D, are not happy with it, homebrew it to death, but refuse to try out new systems because "they don't have time to learn them" and I don't understand that. I think its a fallacy.
You make it sound like it’s a binary choice beteeen friendship or game rules. You can do both at the same time!I've never understood the need to find a new game all the time. For me it's about being with friends more than anything else .
I literally am not. I said that's I play for friendship. I never said that rules get in the way. I said they aren't all that important to why I play. I literally did not say what you're stating.You make it sound like it’s a binary choice beteeen friendship or game rules. You can do both at the same time!
That advice by the way, is some of the best ever put in an RPG book.There's a lot of good 'how to run this thing' advice which I feel will be critical since it has some major differences with modern tRPGs.
Some folks like the 'shiny new', some don't. Sometimes being open to the shiny new can let you find a gem to hold on to.I literally am not. I said that's I play for friendship. I never said that rules get in the way. I said they aren't all that important to why I play. I literally did not say what you're stating.
Some people don't even just like "shiny new", they like variety and trying different things. Like, we've gone back to older RPGs before, plenty of times, as well as playing newer ones (though with most RPGs we have found the most recent edition is the best - particularly with ones that change relatively little, edition on edition, like CoC). And absolutely re: gems - occasionally shiny new isn't just pretty glass, it is something special! We spent years playing Dungeon World because of that.Some folks like the 'shiny new', some don't. Sometimes being open to the shiny new can let you find a gem to hold on to.
I will say I think the narrative method would great in a circle of gamers that are friends beyond the table. It lets you just 'go' with the mood of your friendship when you're not locked to turns and when players are asked to be half-GMs.
The one thing that slightly confounded me was the Session Zero advice. That advice is perhaps... overcomplicated and over prescriptive (like, timing stuff down to the minute, different break lengths lol, come on who lives like that? This is more like a CPD* course than session zero! Though some DMs could definitely benefit from CPD now I think about it...), and not going to work for a lot of groups but even there, it has some really good "makes you think" kind of points, which like, are definitely worth considering even if you don't go with them! (Also they say they basically took it wholesale from a section of another RPG in the acknowledgements/influences section, which makes sense.)That advice by the way, is some of the best ever put in an RPG book.
We all probably skip the 'how to be a GM' chapter, but this is one book were you should read that stuff line by line, maybe even print out a page of your PDF and bring a highlighter.
Because the 'narrative format' is an actual thing baked into the rules and not just a 'coffee in a cafe with a goatee and beret on, so we're so cool' notation like it usually is... they actually had to break that down and explain how to do it.
Nobody's going to pretend to be 'cooler than you' with fancy claims, they actually try to teach "regular gamers" how to do this stuff, with detailed advice, mechanics, and examples.
So read the 'how to play' stuff, and walk yourself through the examples. It's different, but it's also very approachable once you read that stuff.
Maybe I'm weird but that's where I spend most of my time. I start with the referee section and read it multiple times as I slowly work my way through the other chapters. I normally save the player-facing stuff for last as I'm far more interested in running games than playing them. Especially new games with a decidedly different focus. I want a referee section to have a clear POV on how the game should be run. I'm definitely seeing that here so far.That advice by the way, is some of the best ever put in an RPG book.
We all probably skip the 'how to be a GM' chapter, but this is one book were you should read that stuff line by line, maybe even print out a page of your PDF and bring a highlighter.
What parts are you specifically referring to here? I'm still working my way through the referee section, but what I've found so far is mostly generic PbtA stuff rather than what you seem to be describing.Because the 'narrative format' is an actual thing baked into the rules and not just a 'coffee in a cafe with a goatee and beret on, so we're so cool' notation like it usually is... they actually had to break that down and explain how to do it.
Nobody's going to pretend to be 'cooler than you' with fancy claims, they actually try to teach "regular gamers" how to do this stuff, with detailed advice, mechanics, and examples.
So read the 'how to play' stuff, and walk yourself through the examples. It's different, but it's also very approachable once you read that stuff.
That's hard for me to answer because I've never read PbtA and only even heard of it in recent posts here.What parts are you specifically referring to here? I'm still working my way through the referee section, but what I've found so far is mostly generic PbtA stuff rather than what you seem to be describing.