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Ben Riggs: 'The Golden Age of TTRPGs is Dead'
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<blockquote data-quote="aramis erak" data-source="post: 9307937" data-attributes="member: 6779310"><p>For reference, my approach to psych is strongly behaviorist... Life is the ultimate Skinner Box. From that point of view, that one has no input is less important than that one has attention rewarded, even if the attention is imperceptible to the person/place/thing/belief to which the attachment happens. Sufficient repetition of reward, we see loss of boundaries...</p><p></p><p>But with all attachments, we want further reward for our attention; when a favored team moves, fans often feel abandoned. When a game switches edition, especially like the AD&D 2e→D&D 3.x, D&D 3.x→D&D 4.x, or D&D 4.x→D&D 5th, or the PF1e → PF2e, the new editions' materials are less than immediately useful. The reward is less because the work is more.</p><p></p><p>Now, for some games, like CoC, the various editions prior to 7th are pretty much just applying cumulative errata and improving layout. (I'm told 7th has some actual significant changes. I, personally, don't know, nor care enough to check.) So the new editions are no threat to continuing dopamine hits from getting the new stuff and using the newly acquired stuff.</p><p></p><p>For others, such as Traveller, the edition wars are quite profound, because (excepting CT1 to CT2, aka CT77 to CT81) the mechanics are as different as the switches from AD&D 2e to 3.0 or 3.x to 4.0. Nothing's directly compatible except the world gen. Now, I've made the switch many times between editions. But interactions with Mongoose, and mongoose's rabid younger fans, and the general mediocrity I've experienced with EVERY mongoose product I've gotten over the last 20 years... I got off the bus with MGT2. </p><p></p><p>When it comes to game editions, as well, there's the issue that many times, a new edition is not actually a revision, but a complete redesign... PF1→PF2, MT→TNE, T4→MGT1, AD&D2→D&D3→D&D4→D&D5, T2K 1.0→2.0, 2.x→T:2013→T2k 4...</p><p>And not uncommonly the new isn't as good a game, often due to commonly used supplements in the earlier edition not being included in the new edition's repertoire. Or the task mechanics not being the same and resulting in very different meanings for given ratings, but the ratings haven't changed (Deep7's Arrowflight 1e→2e; Starting PCs competence dropped by a factor of 2.5 or so.)</p><p></p><p>And then, the "New Management" issue - which can lead to changes in the tone, as well as the above various issues.</p><p></p><p>There are lots of ways new editions threaten the dopamine hit...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9307937, member: 6779310"] For reference, my approach to psych is strongly behaviorist... Life is the ultimate Skinner Box. From that point of view, that one has no input is less important than that one has attention rewarded, even if the attention is imperceptible to the person/place/thing/belief to which the attachment happens. Sufficient repetition of reward, we see loss of boundaries... But with all attachments, we want further reward for our attention; when a favored team moves, fans often feel abandoned. When a game switches edition, especially like the AD&D 2e→D&D 3.x, D&D 3.x→D&D 4.x, or D&D 4.x→D&D 5th, or the PF1e → PF2e, the new editions' materials are less than immediately useful. The reward is less because the work is more. Now, for some games, like CoC, the various editions prior to 7th are pretty much just applying cumulative errata and improving layout. (I'm told 7th has some actual significant changes. I, personally, don't know, nor care enough to check.) So the new editions are no threat to continuing dopamine hits from getting the new stuff and using the newly acquired stuff. For others, such as Traveller, the edition wars are quite profound, because (excepting CT1 to CT2, aka CT77 to CT81) the mechanics are as different as the switches from AD&D 2e to 3.0 or 3.x to 4.0. Nothing's directly compatible except the world gen. Now, I've made the switch many times between editions. But interactions with Mongoose, and mongoose's rabid younger fans, and the general mediocrity I've experienced with EVERY mongoose product I've gotten over the last 20 years... I got off the bus with MGT2. When it comes to game editions, as well, there's the issue that many times, a new edition is not actually a revision, but a complete redesign... PF1→PF2, MT→TNE, T4→MGT1, AD&D2→D&D3→D&D4→D&D5, T2K 1.0→2.0, 2.x→T:2013→T2k 4... And not uncommonly the new isn't as good a game, often due to commonly used supplements in the earlier edition not being included in the new edition's repertoire. Or the task mechanics not being the same and resulting in very different meanings for given ratings, but the ratings haven't changed (Deep7's Arrowflight 1e→2e; Starting PCs competence dropped by a factor of 2.5 or so.) And then, the "New Management" issue - which can lead to changes in the tone, as well as the above various issues. There are lots of ways new editions threaten the dopamine hit... [/QUOTE]
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