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4 Hours w/ RSD - Escapist Bonus Column
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mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--> Very entertaining and informative read, thanks for that, Mr. Dancey. </p><p></p><p>A couple thoughts to add to the mix. First, I think the elephant in the room that Dancey is implying to the point of almost outright spelling out (but seemingly doesn't want to just say it) is that a lot of the problems in the RPG industry right now have to do with poor decisions and management and a simple lack of vision, particularly on the part of Wizards of the Coast. I just don't see any way around it. Yeah, the rise of MMOs and various other factors created the "storm conditions" but Wizards simply hasn't been a well-steered ship, from about 2003 until recently. What occurs in 2012 should be very telling as to the direction that this "ship" will take.</p><p></p><p>On another note, I am a bit concerned about this insistent meme that the only way TRPGs are going to survive is if they are able to compete with MMOs. Someone mentioned breaking down the barriers altogether and just talking about RPGs in the largest sense of the word, so that MMOs and TRPGs (and other forms) are all part of the same category. This just isn't true except in the most superficial sense; in some ways, TRPGs and MMOs/video games are <em>opposite </em>experiences--the former is an in-person social experience of shared imagination, while the latter is (usually) a solo experience (at least in "meatspace") of virtual immersion. </p><p></p><p>TRPGs is an organic experience, whereas MMOs/video games is synthetic. One is self-generated and requires those involved engaging in an active cognitive process, whereas the other is responsive to external stimuli and is more passive. Another major difference between the two is that TRPGs can touch into the artistic domain, both in terms of collaboration within a game session--a co-created story and dramatic presentation--and in terms of the creative work that a GM engages in; MMOs/video games require no artistry, no creativity, except on the part of the designers themselves.</p><p></p><p>I've used this analogy before, but the difference between the two is very similar to the difference between reading a book and watching a movie. When you read a book you are creating images within your own mind based upon what you read--you are actively imagining the story, whereas in a movie you are simply perceiving and responding to external imagery. A further difference in this regard is that, unlike reading a book that you buy in a store, the group--especially the GM--actually <em>writes </em>the book (with the GM engaging in a further level of creativity through world building).</p><p></p><p></p><p> My bias is rather obvious--I'm not a big fan of video games and see them as not only as something opposite to TRPGs, but actually <em>opposed </em>and detrimental to not only the TRPG industry but the creative capacities that TRPGs engender and engage.</p><p></p><p>So my view is that for TRPGs to not only "survive but thrive" they need to focus on what they do best; this does not mean disavowing technology, but using it in a manner that better facilitates that which TRPGs do best: the free play of the imagination.</p><p></p><p>On a more practical note, while I think the Pathfinder Beginner Box is an excellent product and a great model for WotC when they think about how they're going to present D&D 5E, I think one more "in-between" stage would be helpful, a very inexpensive (even free), and very slim introductory product that could be slipped into other products and offered as a free PDF download, as well as widely distributed. Imagine a 24-page booklet that is something akin to the Red Box's learn-as-you-play approach. Then, at the end of the booklet, you have a page saying "Where to Go Next?" And then you can advertise your introductory box set as the true entry point into the game. Then, in the intro box, you have further advertisements discussing the more advanced Player's Handbook, DMG, etc.</p><p></p><p></p><p></p><p>Very true. In some ways it reminds me a car mechanic trying to explain what's wrong with a car to the owner, or a computer tech trying to explain what's going on with a non-techy person's laptop. Now the problem is that these folks can't "translate down"--this has been a problem for decades of geekdom. This problem is further compounded with the basic fact that many geeks have poor interpersonal skills, so when you have geeks running a company with poor interpersonal skills and an inability to "translate down" their complex abstract thinking, you end up having a group that can only talk with others of their ilk.</p></blockquote><p></p>
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mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--> Very entertaining and informative read, thanks for that, Mr. Dancey. A couple thoughts to add to the mix. First, I think the elephant in the room that Dancey is implying to the point of almost outright spelling out (but seemingly doesn't want to just say it) is that a lot of the problems in the RPG industry right now have to do with poor decisions and management and a simple lack of vision, particularly on the part of Wizards of the Coast. I just don't see any way around it. Yeah, the rise of MMOs and various other factors created the "storm conditions" but Wizards simply hasn't been a well-steered ship, from about 2003 until recently. What occurs in 2012 should be very telling as to the direction that this "ship" will take. On another note, I am a bit concerned about this insistent meme that the only way TRPGs are going to survive is if they are able to compete with MMOs. Someone mentioned breaking down the barriers altogether and just talking about RPGs in the largest sense of the word, so that MMOs and TRPGs (and other forms) are all part of the same category. This just isn't true except in the most superficial sense; in some ways, TRPGs and MMOs/video games are [I]opposite [/I]experiences--the former is an in-person social experience of shared imagination, while the latter is (usually) a solo experience (at least in "meatspace") of virtual immersion. TRPGs is an organic experience, whereas MMOs/video games is synthetic. One is self-generated and requires those involved engaging in an active cognitive process, whereas the other is responsive to external stimuli and is more passive. Another major difference between the two is that TRPGs can touch into the artistic domain, both in terms of collaboration within a game session--a co-created story and dramatic presentation--and in terms of the creative work that a GM engages in; MMOs/video games require no artistry, no creativity, except on the part of the designers themselves. I've used this analogy before, but the difference between the two is very similar to the difference between reading a book and watching a movie. When you read a book you are creating images within your own mind based upon what you read--you are actively imagining the story, whereas in a movie you are simply perceiving and responding to external imagery. A further difference in this regard is that, unlike reading a book that you buy in a store, the group--especially the GM--actually [I]writes [/I]the book (with the GM engaging in a further level of creativity through world building). My bias is rather obvious--I'm not a big fan of video games and see them as not only as something opposite to TRPGs, but actually [I]opposed [/I]and detrimental to not only the TRPG industry but the creative capacities that TRPGs engender and engage. So my view is that for TRPGs to not only "survive but thrive" they need to focus on what they do best; this does not mean disavowing technology, but using it in a manner that better facilitates that which TRPGs do best: the free play of the imagination. On a more practical note, while I think the Pathfinder Beginner Box is an excellent product and a great model for WotC when they think about how they're going to present D&D 5E, I think one more "in-between" stage would be helpful, a very inexpensive (even free), and very slim introductory product that could be slipped into other products and offered as a free PDF download, as well as widely distributed. Imagine a 24-page booklet that is something akin to the Red Box's learn-as-you-play approach. Then, at the end of the booklet, you have a page saying "Where to Go Next?" And then you can advertise your introductory box set as the true entry point into the game. Then, in the intro box, you have further advertisements discussing the more advanced Player's Handbook, DMG, etc. Very true. In some ways it reminds me a car mechanic trying to explain what's wrong with a car to the owner, or a computer tech trying to explain what's going on with a non-techy person's laptop. Now the problem is that these folks can't "translate down"--this has been a problem for decades of geekdom. This problem is further compounded with the basic fact that many geeks have poor interpersonal skills, so when you have geeks running a company with poor interpersonal skills and an inability to "translate down" their complex abstract thinking, you end up having a group that can only talk with others of their ilk. 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