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Is the RPG Industry on Life Support? (Merged w/"Nothing Dies")
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<blockquote data-quote="Maggan" data-source="post: 1891305" data-attributes="member: 6616"><p><strong>My two öre</strong></p><p></p><p>Hi!</p><p></p><p>I'm not privy to industry info of any other kind than what I glean from different web sites, and through my own free lancing, but my own take on your points are as follows (it is late here in Sweden, and some of my points might not make all that much sense, but I'll take a stab at it anyway). I realise that I just about equates the industry to WotC and D&D, but that's pretty much how it goes.</p><p></p><p>1) Rules Complexity</p><p></p><p>The industry has several rules light systems that could attract new players. As for WotC they have D&D Miniatures as well as D&D Basic Set, and I think they will serve as spring boards for new players, especially as they always (?) contains ads for the PH, pointing tha players in the right direction: the core rules. See also point 3.</p><p></p><p>2) Fragmentation</p><p></p><p>Yes, we have a lot of systems to chose from, but that's always been the case. The big systems (d20, GURPS and Storyteller) have become entrenched, and this means we see less fragmentation among the large supersets of rules. Basically the big releases are one of these three variants that people are familiar with, with no no additions. At the same time, we see variations among the subsets (mostly regarding d20-systems), which could mean fragmentation which is bad, or it could mean that more roleplayers are being served with product that they like, so they continue to play instead of opting out ("Don't want D&D? Well, play Conan, or Arcana Unearthed, or Midnight, or something else. You're bound to find something that rocks your boat!"). I think that's good.</p><p></p><p>3) New Blood</p><p></p><p>When I started roleplaying at 12 I loved rules. I adored them, and went from rules light systems (eg BRP) to rules heavy systems (eg Rolemaster), loving every minute. The young gamers I meet todat are not unlike me, they want rules, lots of rules. They want options, they want a lot of cool stuff. Maybe they are more impatient than we were in the old days, what with CRPGs and such avaliable. But as far as my anecdotal observation goes, it's often older gamers that want rule light systems. Young gamers plow through thick tomes and complex systems with ease. As many of us did with AD&D 1st edition, with its many options and books. So I dont think less options automatically equals more young people adopting the game, you need something else. Such as the Basic Set, and the D&D Miniatures game, eg. Hopefully, these strategies are beginning to hook young gamers to D&D, leading them from these beginnings to the core rules.</p><p></p><p>4) Lack of Leadership</p><p></p><p>Actually, there are many talented game designers at WotC who are among the most knowledgable about the industry in the whole world. It's not as if Monte Cook, Chris Pramas, Sean Reynolds et al, were the only people at WotC who knew how to make games. Also, it is not the marketers who design the games. They might influence the big picture, but the games are made by game designers. Some very talented game designers. Yes the people who were let go were also very talented, but come on, that was like years ago. Literally years ago. Also, what is WotC putting out now? Thinks like Draconomicon, Eberron and Libris Mortis, which are really, really good books (with flaws) by my standards. And the Forgotten Realms books also impress me. Also, the DMG 3.5 is my favourite version of the DMG ever. Sure some things feel more like pipeline products, but then again, WotC must cater to those that want options, which I believe is the majority of their customers. </p><p></p><p>5) Lack of Inspiration</p><p></p><p>I find plenty of inspiration among the products that come out now. Now is a good time to be a gamer, what with the PDF thing beginning to take off. In my opinion small press games are better than ever. Sure there are bombs, but that's always the case, we got some really uninspiring games and supplements in the 80's as well. Also I think that there are plenty of fluffy games out there. D&D has mostly been focused on crunch, where the players supply their own fluff, ie they tell their own stories using the crunchy tools given in the rules, and I think that one reason why D&D is so popular. Of the big 3, Storyteller has the most fluff, and GURPS the least (caveat: I'm not that familiar with GURPS, so that might just be my impression). And I think that games that have lots of rules are more likely to attract and retain gamers than games that have lots of story. People want to play games, and they want to tell their own stories.</p><p></p><p>6) Lack of Stewardship </p><p></p><p>Well, there is no entry exam or listed requirements that anyone has to be a good representative for them to take up our hobby. Or any hobby as far as I know. People will be people, and if anyone is not happy with the other people in the hobby, it's an exercise in futility trying to change these people. Look to yourself and what you can do, not how others can change to accomodate your views on how the should look and behave. At least, that's how I see it.</p><p></p><p>Cheers!</p><p></p><p>Maggan</p></blockquote><p></p>
[QUOTE="Maggan, post: 1891305, member: 6616"] [b]My two öre[/b] Hi! I'm not privy to industry info of any other kind than what I glean from different web sites, and through my own free lancing, but my own take on your points are as follows (it is late here in Sweden, and some of my points might not make all that much sense, but I'll take a stab at it anyway). I realise that I just about equates the industry to WotC and D&D, but that's pretty much how it goes. 1) Rules Complexity The industry has several rules light systems that could attract new players. As for WotC they have D&D Miniatures as well as D&D Basic Set, and I think they will serve as spring boards for new players, especially as they always (?) contains ads for the PH, pointing tha players in the right direction: the core rules. See also point 3. 2) Fragmentation Yes, we have a lot of systems to chose from, but that's always been the case. The big systems (d20, GURPS and Storyteller) have become entrenched, and this means we see less fragmentation among the large supersets of rules. Basically the big releases are one of these three variants that people are familiar with, with no no additions. At the same time, we see variations among the subsets (mostly regarding d20-systems), which could mean fragmentation which is bad, or it could mean that more roleplayers are being served with product that they like, so they continue to play instead of opting out ("Don't want D&D? Well, play Conan, or Arcana Unearthed, or Midnight, or something else. You're bound to find something that rocks your boat!"). I think that's good. 3) New Blood When I started roleplaying at 12 I loved rules. I adored them, and went from rules light systems (eg BRP) to rules heavy systems (eg Rolemaster), loving every minute. The young gamers I meet todat are not unlike me, they want rules, lots of rules. They want options, they want a lot of cool stuff. Maybe they are more impatient than we were in the old days, what with CRPGs and such avaliable. But as far as my anecdotal observation goes, it's often older gamers that want rule light systems. Young gamers plow through thick tomes and complex systems with ease. As many of us did with AD&D 1st edition, with its many options and books. So I dont think less options automatically equals more young people adopting the game, you need something else. Such as the Basic Set, and the D&D Miniatures game, eg. Hopefully, these strategies are beginning to hook young gamers to D&D, leading them from these beginnings to the core rules. 4) Lack of Leadership Actually, there are many talented game designers at WotC who are among the most knowledgable about the industry in the whole world. It's not as if Monte Cook, Chris Pramas, Sean Reynolds et al, were the only people at WotC who knew how to make games. Also, it is not the marketers who design the games. They might influence the big picture, but the games are made by game designers. Some very talented game designers. Yes the people who were let go were also very talented, but come on, that was like years ago. Literally years ago. Also, what is WotC putting out now? Thinks like Draconomicon, Eberron and Libris Mortis, which are really, really good books (with flaws) by my standards. And the Forgotten Realms books also impress me. Also, the DMG 3.5 is my favourite version of the DMG ever. Sure some things feel more like pipeline products, but then again, WotC must cater to those that want options, which I believe is the majority of their customers. 5) Lack of Inspiration I find plenty of inspiration among the products that come out now. Now is a good time to be a gamer, what with the PDF thing beginning to take off. In my opinion small press games are better than ever. Sure there are bombs, but that's always the case, we got some really uninspiring games and supplements in the 80's as well. Also I think that there are plenty of fluffy games out there. D&D has mostly been focused on crunch, where the players supply their own fluff, ie they tell their own stories using the crunchy tools given in the rules, and I think that one reason why D&D is so popular. Of the big 3, Storyteller has the most fluff, and GURPS the least (caveat: I'm not that familiar with GURPS, so that might just be my impression). And I think that games that have lots of rules are more likely to attract and retain gamers than games that have lots of story. People want to play games, and they want to tell their own stories. 6) Lack of Stewardship Well, there is no entry exam or listed requirements that anyone has to be a good representative for them to take up our hobby. Or any hobby as far as I know. People will be people, and if anyone is not happy with the other people in the hobby, it's an exercise in futility trying to change these people. Look to yourself and what you can do, not how others can change to accomodate your views on how the should look and behave. At least, that's how I see it. Cheers! Maggan [/QUOTE]
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