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<blockquote data-quote="RareBreed" data-source="post: 8927260" data-attributes="member: 6945590"><p>These are good pieces of advice. I have to admit, I'm not good at the first one. It's like trying not to complain when there's a rock in your shoe; it's too painful to endure anymore. That being said, I haven't been in a gaming group in a long time. Thank goodness for solo RPGs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The funny thing is that there are many analogies between getting a group to switch to a new game system, and getting a bunch of software engineers to try a new programming language or framework (eg, javascript -> typescript, or angular -> react). </p><ul> <li data-xf-list-type="ul"><u>Don't trash the mothership</u>: No one wants to hear the language/framework they invested their career in sucks or is obsolete</li> <li data-xf-list-type="ul"><u>Learn to love the one shot:</u> Don't try to replace your major project; start with a small component or library and build from there</li> <li data-xf-list-type="ul"><u>Check out an actual play of the game</u>: If another team in the company is using it, look to them, or have internal meetups to discuss</li> <li data-xf-list-type="ul"><u>Find the right fandom</u>: Hook them in with a very popular 3rd party tool that uses the tech you want to use</li> <li data-xf-list-type="ul"><u>Switch game system or genre but not both</u>: Languages can be broadly grouped as Object Oriented, Imperative, Functional, Logical, etc. So try to transition to a language that can at least work within the same style (eg don't go from Java to Haskell)</li> <li data-xf-list-type="ul"><u>Jump to a season finale</u>: Wait until your current project is at a good inflection point (for example, there's so much tech debt to upgrade to a newer version of your current language, that you may as well switch over to something else entirely)</li> </ul><p></p><p>But I think with gaming, instead of a career investment, it's more of an emotional and monetary investment. People can become attached to a game setting/system just like fandom can get attached to say Star Wars, Star Trek, Doctor Who or the MCU. There is a monetary component too, especially for GM's. Buying all the rules, supplements, miniatures, accessories etc etc can get quite expensive. While some items might be reusable like miniatures for other fantasy systems, there's still a monetary cost too. </p><p></p><p>Who knows, maybe one day, someone will create a subscription service that allows access to a variety of rules, supplements, etc, for a monthly fee. While you would never own anything, at least you could try out many more games than you normally would.</p><p></p><p>But fundamentally, I think it's the emotional attachment to a system that needs to be addressed. As Yoda said:</p><p>[ATTACH=full]274661[/ATTACH]</p></blockquote><p></p>
[QUOTE="RareBreed, post: 8927260, member: 6945590"] These are good pieces of advice. I have to admit, I'm not good at the first one. It's like trying not to complain when there's a rock in your shoe; it's too painful to endure anymore. That being said, I haven't been in a gaming group in a long time. Thank goodness for solo RPGs :) The funny thing is that there are many analogies between getting a group to switch to a new game system, and getting a bunch of software engineers to try a new programming language or framework (eg, javascript -> typescript, or angular -> react). [LIST] [*][U]Don't trash the mothership[/U]: No one wants to hear the language/framework they invested their career in sucks or is obsolete [*][U]Learn to love the one shot:[/U] Don't try to replace your major project; start with a small component or library and build from there [*][U]Check out an actual play of the game[/U]: If another team in the company is using it, look to them, or have internal meetups to discuss [*][U]Find the right fandom[/U]: Hook them in with a very popular 3rd party tool that uses the tech you want to use [*][U]Switch game system or genre but not both[/U]: Languages can be broadly grouped as Object Oriented, Imperative, Functional, Logical, etc. So try to transition to a language that can at least work within the same style (eg don't go from Java to Haskell) [*][U]Jump to a season finale[/U]: Wait until your current project is at a good inflection point (for example, there's so much tech debt to upgrade to a newer version of your current language, that you may as well switch over to something else entirely) [/LIST] But I think with gaming, instead of a career investment, it's more of an emotional and monetary investment. People can become attached to a game setting/system just like fandom can get attached to say Star Wars, Star Trek, Doctor Who or the MCU. There is a monetary component too, especially for GM's. Buying all the rules, supplements, miniatures, accessories etc etc can get quite expensive. While some items might be reusable like miniatures for other fantasy systems, there's still a monetary cost too. Who knows, maybe one day, someone will create a subscription service that allows access to a variety of rules, supplements, etc, for a monthly fee. While you would never own anything, at least you could try out many more games than you normally would. But fundamentally, I think it's the emotional attachment to a system that needs to be addressed. As Yoda said: [ATTACH type="full" alt="attachment-leads-to-jealousy-the-shadow-of-greed-that-is-24051120.png"]274661[/ATTACH] [/QUOTE]
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