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40% of 5e D&D players are 25 years old or younger
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<blockquote data-quote="LuisCarlos17f" data-source="post: 8302649" data-attributes="member: 6802378"><p>We are talking about a generation who growed up with videogames, comics, books and movies, with Harry Potter, Lord of the Rings and Warcraft, but maybe they knew nothing about the 80's cartoon, with Venger or Uni. This is not the generation who played World of Darkness but they were children for the years of D&D 3rd Ed, and videogames as Baldur's Gate or Newerwinter Nights.</p><p></p><p>Why the TTRPGs now? I guess Stranger Things and Critical Role also helped but in my opinion is the new players are bored with too many computer role-playing videogames where they only have to kill monsters and to loot to get better item and weapons. They are players who find in the TTRPG the perfect tool to write their own "amateur/fan-art" stories. They can create the characters they like, they can identify with, they can create worlds with their own homebred rules about limits of politically correctness.</p><p></p><p>They have discovered in the tabletop there are more social interactions, more "human heat", the feeling they are within in a cooperative team. The TTRPGs may be like a therapy for some players, where they can learn about the balance between self-criticism and faith in oneself. </p><p></p><p>* Older 25 are usually too busy with jobs and families to play, but some parents are starting to play with their own children.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 8302649, member: 6802378"] We are talking about a generation who growed up with videogames, comics, books and movies, with Harry Potter, Lord of the Rings and Warcraft, but maybe they knew nothing about the 80's cartoon, with Venger or Uni. This is not the generation who played World of Darkness but they were children for the years of D&D 3rd Ed, and videogames as Baldur's Gate or Newerwinter Nights. Why the TTRPGs now? I guess Stranger Things and Critical Role also helped but in my opinion is the new players are bored with too many computer role-playing videogames where they only have to kill monsters and to loot to get better item and weapons. They are players who find in the TTRPG the perfect tool to write their own "amateur/fan-art" stories. They can create the characters they like, they can identify with, they can create worlds with their own homebred rules about limits of politically correctness. They have discovered in the tabletop there are more social interactions, more "human heat", the feeling they are within in a cooperative team. The TTRPGs may be like a therapy for some players, where they can learn about the balance between self-criticism and faith in oneself. * Older 25 are usually too busy with jobs and families to play, but some parents are starting to play with their own children. [/QUOTE]
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Community
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40% of 5e D&D players are 25 years old or younger
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