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Is the RPG hobby dying? [RPG Blog Carnival]
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<blockquote data-quote="Beginning of the End" data-source="post: 5251013" data-attributes="member: 55271"><p>Sure. But once you have that in hand you can bring in new players on-the-fly and run dozens of sessions with little or no additional prep.</p><p></p><p>My point is that you need to get away from the concept of putting together a group of 5-6 players who are expected to all get together on a regular basis for a dozen or two dozen or an indefinite number of sessions.</p><p></p><p>There's nothing wrong with those types of campaigns existing. But that level of commitment is obviously off-putting to new players.</p><p></p><p>I'm speaking from immediate experience here. I've been playing in a campaign run by a guy using the <em>Caverns of Thracia</em> as a megadungeon. There's been a persistent continuity across a couple dozen sessions, but because each session is a separate excursion into the dungeon there's no need for the same group of people to re-assemble at every session.</p><p></p><p>Juggling schedules? Not a problem at all. The DM posts a date on Facebook, invites a dozen-plus people, and whoever can show up for that session shows up and we play.</p><p></p><p>Inviting new players? Incredibly easy. They're not making a commitment beyond a single night of playing games with friends; and we're not left hanging if they decide it's not for them. We've introduced lots of new players to RPGs since we've started playing, and quite a few of them have stuck around for second helpings.</p><p></p><p>DM's prep time? Apparently he read the module in about 3 hours and started running it. Minimal or no prep between sessions. Certainly designing a complex like the <em>Caverns of Thracia</em> would take some time, but that's why a good introductory game would include a ready-to-play scenario.</p><p></p><p>Imagine if <em>Monopoly</em> expected or required you to get together a group of 6 players who would need to meet regularly on a weekly or bi-weekly schedule for 20+ sessions. I can virtually guarantee you that <em>Monopoly</em> would be a much less popular game.</p><p></p><p>I'm looking around to find similar easy-to-organize, easy-to-invite formats for other games. <em>Shadowrun</em> looks tempting: Although it would require a lot more prep (since it lacks OD&D's procedural methods of content renewal), if the player body were all understood to belong to a single organization of 'runners that got contracts which just happened to be fulfilled by whoever showed up that evening to play, you'd get some of the same social network effects.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5251013, member: 55271"] Sure. But once you have that in hand you can bring in new players on-the-fly and run dozens of sessions with little or no additional prep. My point is that you need to get away from the concept of putting together a group of 5-6 players who are expected to all get together on a regular basis for a dozen or two dozen or an indefinite number of sessions. There's nothing wrong with those types of campaigns existing. But that level of commitment is obviously off-putting to new players. I'm speaking from immediate experience here. I've been playing in a campaign run by a guy using the [i]Caverns of Thracia[/i] as a megadungeon. There's been a persistent continuity across a couple dozen sessions, but because each session is a separate excursion into the dungeon there's no need for the same group of people to re-assemble at every session. Juggling schedules? Not a problem at all. The DM posts a date on Facebook, invites a dozen-plus people, and whoever can show up for that session shows up and we play. Inviting new players? Incredibly easy. They're not making a commitment beyond a single night of playing games with friends; and we're not left hanging if they decide it's not for them. We've introduced lots of new players to RPGs since we've started playing, and quite a few of them have stuck around for second helpings. DM's prep time? Apparently he read the module in about 3 hours and started running it. Minimal or no prep between sessions. Certainly designing a complex like the [i]Caverns of Thracia[/i] would take some time, but that's why a good introductory game would include a ready-to-play scenario. Imagine if [i]Monopoly[/i] expected or required you to get together a group of 6 players who would need to meet regularly on a weekly or bi-weekly schedule for 20+ sessions. I can virtually guarantee you that [i]Monopoly[/i] would be a much less popular game. I'm looking around to find similar easy-to-organize, easy-to-invite formats for other games. [i]Shadowrun[/i] looks tempting: Although it would require a lot more prep (since it lacks OD&D's procedural methods of content renewal), if the player body were all understood to belong to a single organization of 'runners that got contracts which just happened to be fulfilled by whoever showed up that evening to play, you'd get some of the same social network effects. [/QUOTE]
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