Edena_of_Neith
First Post
The difficulty AD&D and D&D have always had is that they require successful freeform interpersonal communication to be workable.
That is, they require what we see on this messageboard: people talking to each other and finding consensus, without using ritual phraselogy (ritual phrases are common: good morning, how are you?, the weather is nice today, that will be $20.15 please, thank you for shopping here, etc.)
As we all know, it isn't easy to do. It requires effort, compromise, and social skills, and a lot of other things. And all manner of things interfere: people may be sick, or in a bad mood, or dealing with family tragedy or strife, work troubles or unemployment, or a host of other real life problems. Or they may just be sleepy or tired.
I think all of this is a given. A truism.
Well, look at Magic the Gathering.
That game, along with all card games, requires far, far less freeform interpersonal communication to work. (It could be argued that it requires no freeform interpersonal communication to work ...)
Ditto for the other CCGs.
What about computer games? Same thing. Computers don't communicate per se. They may be a royal pain in the butt, and they may not function at all, but they do not require freeform interpersonal communication.
Ditto video games. All home video games used to be like computers and one time arcade games.
Now we have the new multi-user video games. But even they follow strict computer laid down rules: it seems to me that they, too, require less freeform interpersonal communication.
How about, say, tactical and strategic games? Well, these are the games AD&D and D&D rose out of. They are just what they are. Sometimes they require little communication. Sometimes (as in Star Fleet Battles) they require a lot (due to rules arguments.)
But AD&D, D&D, and other roleplaying games still require far more.
What about, then, the games of White Wolf? Vampire? Mage? Werewolf? And all the LARPs?
What about Warhammer?
Well, of course they require intensive freeform interpersonal communication. Any RPG does.
- - -
When D&D first came out, it did not have to compete with computer games (computers as we know them did not exist), or video games (ditto), or internet games (ditto), or collectable card games (ditto), or other roleplaying games. Not to mention 500 channels of cable TV.
But now all these other competitors do exist.
The costs of paper has skyrocketed. It has outpaced inflation. Meanwhile, real wages have dropped.
Students in their teens are in a very competitive environment as jobs go overseas and wages fall. There is less and less time for anything but study. College tuitions are much higher in real terms than they were back in the 70s, and competition to get into college fierce. And certainly competition in college is fiercer than ever.
I would hardly call this a friendly environment for role-playing games, which are time intensive by default, in a world where time - always a precious commodity - has become all the more so.
-
If the players of an RPG argue or disagree, this wastes time. Time is precious: there is no time to waste. But it is wasted anyways. The young increasingly have no time: why should they waste what time they have on arguments or squabbles over rules?
If the players of an RPG argue or disagree, this wastes effort. Energy is increasingly precious, in a world where teenagers must go to school and hold a job both, and somehow find time for homework and sleep in-between. What energy remains for fun must be rationed: why waste it on arguments?
And unfortunately, freeform interpersonal communication requires both time and effort, by it's very nature, even if everyone gets along and the game flows as smoothly as glass.
So I see the young refusing to put forth that effort. They go and do what takes less effort (if not necessarily less time) and play CCGs or computer games or watch one of those 500 channels of cable TV.
Not everyone is an expert at freeform interpersonal communication! It is not an insult, to not be the best communicator in the world!
It takes practice and time to learn to be good at communication. It takes a willingness to compromise and adapt ... and some people are just plain unwilling, or stubborn, or are very opinionated.
And there are some subjects that are very difficult to discuss peaceably in freeform interpersonal communication, which is why the Pony Express banned discussion of religion and politics on their routes for passengers, and why ENWorld does the same thing.
To be frank, many Gamers hold very fierce opinions about how the game should be, or how it should be played. This is not religion or politics, but it does represent an obstacle to freeform interpersonal communication.
And there is such a thing as Group Politics. Anytime you have 2 people present, you have Group Politics. Group Politics throws a monkey wrench into freeform interpersonal communication, making it all the harder yet to conduct and enjoy.
Finally, and foremost, AD&D and D&D require a DM. This person must be very highly skilled in freeform interpersonal communication, must be very effective in Group Politics, must know the game very well, must have spent a great deal of time and effort preparing the adventure, and must have more time and energy in general.
Not that the DM is always appreciated for these extra requirements by the players: the DM is usually very badly underappreciated, and when the DM realizes this it makes it ever so much harder to run a game.
And of course, not all DMs have the requisite skills in the first place, which makes it harder for the players and thus the DM alike.
-
In short, what is the Magical Something needed to aid the roleplaying Hobby?
That Magical Something is anything that would make freeform interpersonal communication easier for players and DM alike.
What would enable such a thing? I don't know. I don't have the answers.
Edena_of_Neith
That is, they require what we see on this messageboard: people talking to each other and finding consensus, without using ritual phraselogy (ritual phrases are common: good morning, how are you?, the weather is nice today, that will be $20.15 please, thank you for shopping here, etc.)
As we all know, it isn't easy to do. It requires effort, compromise, and social skills, and a lot of other things. And all manner of things interfere: people may be sick, or in a bad mood, or dealing with family tragedy or strife, work troubles or unemployment, or a host of other real life problems. Or they may just be sleepy or tired.
I think all of this is a given. A truism.
Well, look at Magic the Gathering.
That game, along with all card games, requires far, far less freeform interpersonal communication to work. (It could be argued that it requires no freeform interpersonal communication to work ...)
Ditto for the other CCGs.
What about computer games? Same thing. Computers don't communicate per se. They may be a royal pain in the butt, and they may not function at all, but they do not require freeform interpersonal communication.
Ditto video games. All home video games used to be like computers and one time arcade games.
Now we have the new multi-user video games. But even they follow strict computer laid down rules: it seems to me that they, too, require less freeform interpersonal communication.
How about, say, tactical and strategic games? Well, these are the games AD&D and D&D rose out of. They are just what they are. Sometimes they require little communication. Sometimes (as in Star Fleet Battles) they require a lot (due to rules arguments.)
But AD&D, D&D, and other roleplaying games still require far more.
What about, then, the games of White Wolf? Vampire? Mage? Werewolf? And all the LARPs?
What about Warhammer?
Well, of course they require intensive freeform interpersonal communication. Any RPG does.
- - -
When D&D first came out, it did not have to compete with computer games (computers as we know them did not exist), or video games (ditto), or internet games (ditto), or collectable card games (ditto), or other roleplaying games. Not to mention 500 channels of cable TV.
But now all these other competitors do exist.
The costs of paper has skyrocketed. It has outpaced inflation. Meanwhile, real wages have dropped.
Students in their teens are in a very competitive environment as jobs go overseas and wages fall. There is less and less time for anything but study. College tuitions are much higher in real terms than they were back in the 70s, and competition to get into college fierce. And certainly competition in college is fiercer than ever.
I would hardly call this a friendly environment for role-playing games, which are time intensive by default, in a world where time - always a precious commodity - has become all the more so.
-
If the players of an RPG argue or disagree, this wastes time. Time is precious: there is no time to waste. But it is wasted anyways. The young increasingly have no time: why should they waste what time they have on arguments or squabbles over rules?
If the players of an RPG argue or disagree, this wastes effort. Energy is increasingly precious, in a world where teenagers must go to school and hold a job both, and somehow find time for homework and sleep in-between. What energy remains for fun must be rationed: why waste it on arguments?
And unfortunately, freeform interpersonal communication requires both time and effort, by it's very nature, even if everyone gets along and the game flows as smoothly as glass.
So I see the young refusing to put forth that effort. They go and do what takes less effort (if not necessarily less time) and play CCGs or computer games or watch one of those 500 channels of cable TV.
Not everyone is an expert at freeform interpersonal communication! It is not an insult, to not be the best communicator in the world!
It takes practice and time to learn to be good at communication. It takes a willingness to compromise and adapt ... and some people are just plain unwilling, or stubborn, or are very opinionated.
And there are some subjects that are very difficult to discuss peaceably in freeform interpersonal communication, which is why the Pony Express banned discussion of religion and politics on their routes for passengers, and why ENWorld does the same thing.
To be frank, many Gamers hold very fierce opinions about how the game should be, or how it should be played. This is not religion or politics, but it does represent an obstacle to freeform interpersonal communication.
And there is such a thing as Group Politics. Anytime you have 2 people present, you have Group Politics. Group Politics throws a monkey wrench into freeform interpersonal communication, making it all the harder yet to conduct and enjoy.
Finally, and foremost, AD&D and D&D require a DM. This person must be very highly skilled in freeform interpersonal communication, must be very effective in Group Politics, must know the game very well, must have spent a great deal of time and effort preparing the adventure, and must have more time and energy in general.
Not that the DM is always appreciated for these extra requirements by the players: the DM is usually very badly underappreciated, and when the DM realizes this it makes it ever so much harder to run a game.
And of course, not all DMs have the requisite skills in the first place, which makes it harder for the players and thus the DM alike.
-
In short, what is the Magical Something needed to aid the roleplaying Hobby?
That Magical Something is anything that would make freeform interpersonal communication easier for players and DM alike.
What would enable such a thing? I don't know. I don't have the answers.
Edena_of_Neith