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How Often Do You Lose Interest in Pre-Orders/KS By the Time They Arrive?
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<blockquote data-quote="Jer" data-source="post: 8706015" data-attributes="member: 19857"><p>I think it's much harder to be as satisfied with a TTRPG than it is with a board game. Board games are focused by their nature, with the actions of the players restricted by game play to something that reinforces the core game play loop. Traditional TTRPGs are unfocused by their nature and have to leave a lot of room for the players to literally be able to do anything - which means making compromises on the design that a board game just never has to make. If you don't like the particular compromise that the designer has to make in one area, it can ruin the whole game engine for you. If the designer doesn't make compromises, the entire engine is too unweildy and it's not fun to play. It's a tightrope to walk.</p><p></p><p>Narrative TTRPGs can be much more focused, but that focus often comes with the cost that, much like a board game, they're only good for the specific kind of game play that the creator envisioned and that may be too narrow to actually feel like a satisfying RPG beyond a one shot or short series of sessions - many of them have low replay value basically. (Plus if you want to play a trad RPG, narrative RPGs will often not scratch that itch because that's just not the kind of game they are).</p><p></p><p>Also TTRPGs tend to require much more of a commitment than a board game. A board game with a 16 page rulebook is a game that is really pushing it on the rules (looking at you Arkham Horror). A board game that I would consider to be "too much" time commitment is something like Twilight Imperium or Axis and Allies - games that can maybe take upwards of 4-6 hours to play (or more, depending on your opponents). Meanwhile I regularly play a TTRPG for multiple sessions of 4-6 hours each over a period of months, and the rulebooks for the shortest of them might be 64 pages. The lowest commitment trad RPG that I'm going to play is so much more of a commitment than the highest commitment board game I'd play.</p><p></p><p>And because of that commitment need, it's hard to find groups willing to experiment with you with new TTRPGs, and it's harder to find a single RPG that is going to satisfy the whole group. While most folks are willing to give a new board game at least a shot because they know at the worst it's one night lost and at best they've found a new game to play. That negotiation is just so much harder with a TTRPG IME.</p></blockquote><p></p>
[QUOTE="Jer, post: 8706015, member: 19857"] I think it's much harder to be as satisfied with a TTRPG than it is with a board game. Board games are focused by their nature, with the actions of the players restricted by game play to something that reinforces the core game play loop. Traditional TTRPGs are unfocused by their nature and have to leave a lot of room for the players to literally be able to do anything - which means making compromises on the design that a board game just never has to make. If you don't like the particular compromise that the designer has to make in one area, it can ruin the whole game engine for you. If the designer doesn't make compromises, the entire engine is too unweildy and it's not fun to play. It's a tightrope to walk. Narrative TTRPGs can be much more focused, but that focus often comes with the cost that, much like a board game, they're only good for the specific kind of game play that the creator envisioned and that may be too narrow to actually feel like a satisfying RPG beyond a one shot or short series of sessions - many of them have low replay value basically. (Plus if you want to play a trad RPG, narrative RPGs will often not scratch that itch because that's just not the kind of game they are). Also TTRPGs tend to require much more of a commitment than a board game. A board game with a 16 page rulebook is a game that is really pushing it on the rules (looking at you Arkham Horror). A board game that I would consider to be "too much" time commitment is something like Twilight Imperium or Axis and Allies - games that can maybe take upwards of 4-6 hours to play (or more, depending on your opponents). Meanwhile I regularly play a TTRPG for multiple sessions of 4-6 hours each over a period of months, and the rulebooks for the shortest of them might be 64 pages. The lowest commitment trad RPG that I'm going to play is so much more of a commitment than the highest commitment board game I'd play. And because of that commitment need, it's hard to find groups willing to experiment with you with new TTRPGs, and it's harder to find a single RPG that is going to satisfy the whole group. While most folks are willing to give a new board game at least a shot because they know at the worst it's one night lost and at best they've found a new game to play. That negotiation is just so much harder with a TTRPG IME. [/QUOTE]
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