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General Tabletop Discussion
*TTRPGs General
Do TTRPGs Need to "Modernize?"
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<blockquote data-quote="Bagpuss" data-source="post: 9258984" data-attributes="member: 3987"><p>I disagree you usually know how long a session is going to last. People generally won't play till 4 in the morning they will meet next week.</p><p></p><p></p><p></p><p>I think rather than no definitive end, lots of TTRPGs have multiple opportunities to end, but are then continued. Games often have an end goal for the scenario or campaign. Particularly published stuff but even homebrew has some goal in sight. Once that is achieved it up to the group if they want to continue.</p><p></p><p>Still there a plenty of TTRPGs games (particularly modern ones) that have a clear structure, a beginning, middle and end point. Games that are are designed to resolve in one or two sessions.</p><p></p><p></p><p></p><p>Can't argue with this one, there are TTRPGs that do things quicker, but I don't think you will get a mechanic like 7 Wonders where you all act together, as it is going to involve the GM's attention and you can't talk over everyone.</p><p></p><p></p><p></p><p>Your DM was a dick in that case, it isn't something that happens that often.</p><p></p><p></p><p>There are plenty of TTRPGs that remove or at least reduce the random element, most modern games have some method of failing forward, even on a bad roll.</p><p></p><p></p><p>I think here he's saying older games were more oppositional, or for kids. Now there are more co-op games or games where you win without having to eliminate your opponent. TTRPG have always been about co-operation and working together, generally taking out another player is frowned upon.</p><p></p><p></p><p></p><p>See above.</p><p></p><p></p><p></p><p>Maybe try other forums than one dedicated to D&D? You'll find there is lots of discussion of more modern RPGs that address a lot of the problems you've mentioned.</p><p></p><p></p><p></p><p>Maybe you need to experience some more modern RPGs than just play one based on concepts from the 1970s?</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 9258984, member: 3987"] I disagree you usually know how long a session is going to last. People generally won't play till 4 in the morning they will meet next week. I think rather than no definitive end, lots of TTRPGs have multiple opportunities to end, but are then continued. Games often have an end goal for the scenario or campaign. Particularly published stuff but even homebrew has some goal in sight. Once that is achieved it up to the group if they want to continue. Still there a plenty of TTRPGs games (particularly modern ones) that have a clear structure, a beginning, middle and end point. Games that are are designed to resolve in one or two sessions. Can't argue with this one, there are TTRPGs that do things quicker, but I don't think you will get a mechanic like 7 Wonders where you all act together, as it is going to involve the GM's attention and you can't talk over everyone. Your DM was a dick in that case, it isn't something that happens that often. There are plenty of TTRPGs that remove or at least reduce the random element, most modern games have some method of failing forward, even on a bad roll. I think here he's saying older games were more oppositional, or for kids. Now there are more co-op games or games where you win without having to eliminate your opponent. TTRPG have always been about co-operation and working together, generally taking out another player is frowned upon. See above. Maybe try other forums than one dedicated to D&D? You'll find there is lots of discussion of more modern RPGs that address a lot of the problems you've mentioned. Maybe you need to experience some more modern RPGs than just play one based on concepts from the 1970s? [/QUOTE]
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