Are Kids interested in Pen & Paper RPGs?


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My neice Madison (age 9) and my nephew Max (age 5) both try to play with us when we game. Max has no clue what's going on, he just loves to play with the minatures and tends to tell us 'what's really happening' when we play. Madison generally helps to roll the dice and is very close to understanding but doesn't quite get it fully.
 

My friend Randy has three daughters, all of which boardgames with him (and us) at varying degrees of skill. The oldest is addicted to the Oblivion computer game at present. Alas, Randy's not currently an active roleplayer...

Cheers!
 

I currently game with a 13 year old girl, and a 14 year old guy, its interesting seeing them try to grasp concepts, but they both enjoy getting into the setting
 

Two of the players in my current group started playing with us when they were 16. They've both just graduated high school. They took the time to find an online OpenRPG game because they couldn't get their geek on enough. :)

I'd peg about half the players that come to my table at under 25. From where I'm sitting, there's loads of young gamers out there.
 

Not to be all doom-and-gloomy, I'd say no, or at least not really. I'm of the opinion that tabletop RPGs are dying a slow death, that there are less and less serious/hardcore gamers being created. The good news is that the existing base is strong and it is a habit that many do not give up, so as long as "we" (the 25-45ish base) don't stop playing RPGs, the hobby will survive, if not thrive.

I hate to say it, folks, but in 20-30 years TRPGers might be perceived somewhat similarly to stamp collectors or model railroaders now (q: does anyone under the age of 50 collect stamps? If so the number is very, very small; someone might be asking the same question about TRPGs in twenty years).

I will posit a hypothesis: If a child is exposed to video games at an early age and plays them a lot, they'll be less inclined to enjoy tabletop RPGs later on. Why? Because their imagination becomes dependent upon external imagery. More and more children are playing video games (not to mention watching television) pretty much as soon as they are ex utero. This is a travesty, imo.

On the other hand there may be a backlash to computer/video game entertainment as more and more people want "the real deal" (human imagination) and not a simulation. This may lead to role-playing type games becoming more mainstream, or at least having a renaissance--but in a different form more conducive to a larger variety of people.
 

I think yes and no.

Yes, they are interested in them on the same basis as they're also interested in comic books, anime, cartoons, video games, fan fiction, conventions, books, and so forth: i.e. the potential for attraction to the game is there, all the right pieces are in place including disposition to sitting around in a basement for hours on a weekend evening.

No, because in a large measure the market (*cough* the fans *cough*) are a bit phobic towards today's teenagers. Partly this is because of their many annoying currently-favorite Properties (Twilight...) and partly because they're less sophisticated in their approach to the game, just like we used to be. But we're not that way anymore, we've already been there and done that, and we're not especially interested in going back to those days. We're not interested in sitting through that or having "those kinds of people" "invading our spaces" or otherwise being associated with our hobbies.

As a result whenever the game companies begin to produce new product that in any way seems steered towards a teenage market it's put down by the fan base and the company is threatened with "I'll take my money and walk" type talk from the existing fans. Since tabletop games in general are already a low margins market a lot of producers are put in a position where they have to make a real choice/gamble between existing markets and potentially non-existent new markets.

Top it off, a lot of us are beyond the age where it's at all appropriate to be hanging out with a bunch of 15 year olds on the weekend unless we're personally acquainted with them through family or neighbors, and not many 15 year olds are going to be showing up at public game store games, reducing the chances for cross-pollination.

Edit: I've intentionally used a universal pronoun to highlight that it is a general problem. Sure, you may not feel phobic, but chances are good that you're not eager to see more "I <3 Boys who Sparkle" t-shirts at your game store.
 
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Not to be all doom-and-gloomy, I'd say no, or at least not really. I'm of the opinion that tabletop RPGs are dying a slow death, that there are less and less serious/hardcore gamers being created. The good news is that the existing base is strong and it is a habit that many do not give up, so as long as "we" (the 25-45ish base) don't stop playing RPGs, the hobby will survive, if not thrive.

I hate to say it, folks, but in 20-30 years TRPGers might be perceived somewhat similarly to stamp collectors or model railroaders now (q: does anyone under the age of 50 collect stamps? If so the number is very, very small; someone might be asking the same question about TRPGs in twenty years).

I will posit a hypothesis: If a child is exposed to video games at an early age and plays them a lot, they'll be less inclined to enjoy tabletop RPGs later on. Why? Because their imagination becomes dependent upon external imagery. More and more children are playing video games (not to mention watching television) pretty much as soon as they are ex utero. This is a travesty, imo.

Yet every single study denies this. I mean, the same thing has been said of TV for my entire lifetime. TV is the death of reading. Yet, currently, Young adult fiction sales are up 25 per cent. Every single major publisher now sports a young adult fiction line. The idea that video games are hurting imagination just isn't supported by the studies.

On the other hand there may be a backlash to computer/video game entertainment as more and more people want "the real deal" (human imagination) and not a simulation. This may lead to role-playing type games becoming more mainstream, or at least having a renaissance--but in a different form more conducive to a larger variety of people.

The whole problem with this thought is that it's a zero sum game. "If people play video games, then they can't be reading" is the thought. To some degree, I suppose its true. There are, after all, only so many hours in the day. But, time after time this gets brought up and shot down. Video games are not destroying the brains of the youth.

And, really, I'm 36, I turn 37 next week. I grew up with video games. I had an Atari 2600 back in the very early 80's. I spent a bajillion hours playing that bloody thing. Yet, somehow, I still read lots and game frequently.

We already have an entire generation that has grown up on video games - most of us. Certainly anyone under the age of 40 grew up with video games in the house. While I do realize there are a number of gamers over 40, I'm still thinking most gamers are younger than that.

I dunno, maybe I'm just going by my own experiences and can't see a broader picture. But, like I said, I've gone through about 100 players in the past six years using VTT's like OpenRPG and now Maptools. Easily half of those have been 21 or younger.
 

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