Not Reading Ryan Dancy

Flexor the Mighty! said:
While this doesn't sound that bad, it isn't much of a substitution for what many enjoy RPG's for, sitting around a table with friends and playing a game.

This is why, IMHO, it is important to create an effective hybrid approach, one that integrates classic tabletop game play with online opportunities and event-based (convention, in-store happenings, etc.) opportunities.
 

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RyanD said:
I'm virtually certain that the only company to really benefit from 3.5 was Wizards of the Coast.

Sometimes it is fun being the company that no one remembers in discussions like these, but I can assure you that Paizo benefited greatly from 3.5, as Dungeon was the only place to get compatible adventures for the first several months, and we hit the ground running even before the official release of the revised rules. Coupled with the concurrent development of the Adventure Path concept we significantly increased Dungeon's circulation, which has been climbing ever since.

--Erik Mona
Publisher
Paizo Publishing, LLC
 

What a fascinating thread. Ryan, thanks for coming here and posting. I always find your insights really interesting.

I hope that if the market does move towards an online/tabletop hybrid that the game is still playable offline with dice, books and your friends. WoW is cool and all, but the enjoyment I get from sitting around a table with my friends and actually rolling tangible dice will always exceed the enjoyment I get from any MMORPG.

To be honest, games where I sit in a room by myself clicking my mouse are just not as fun as the true tabletop experience.
 

Sean Patrick Fannon said:
This is why, IMHO, it is important to create an effective hybrid approach, one that integrates classic tabletop game play with online opportunities and event-based (convention, in-store happenings, etc.) opportunities.

So how do you tie in my Greyhawk game with online stuff and events? No DM really runs a game world the same, PC's make stuff happen and they end up diverging from each other. How would online be tied in? Do you think a player should be able to take their character into some online setting and back to a home game with full effects of their online stuff coming into play? "Well sorry Aaron but I took Fred the Fighter into the WOTC tourney this week between sessions and he got a vorpal sword now." I guess I have trouble seeing how you can have a home campaign tied into a shard MMO type thing, especially with all the various home brew settings and heavily modified official settings. Do you think the home game needs to be tied into the official settings and bound by those restrictions?

I'm interested in where you think this type of hybrid should go.
 

Flexor the Mighty! said:
So how do you tie in my Greyhawk game with online stuff and events?

I'm interested in where you think this type of hybrid should go.

I don't want to speak for Ryan, but I believe he means computer software that intgrates with the tabletop game. So if you purchase the core books, you can get the same copies of those on your computer. If the book is updated with eratta the online version is updated automatically. You would create your character on the computer and whenever a new book is added with new Feats or whatever, those are available to you online.

Ryan, correct me if I'm wrong.
 

Re: Alternate or new distributor for RPGs...

Ryan,

What do you see lacking with the current distributors of RPG material?

What business tools (new or othewise) do you feel a "new" distributor could bring to the publishers and retailers?
 

Flexor the Mighty! said:
So how do you tie in my Greyhawk game with online stuff and events? No DM really runs a game world the same, PC's make stuff happen and they end up diverging from each other....

This is very true in a lot of cases, and for GMs who wanted to play with no limits on what happens in their game, the options for shared experiences do become limited. That's OK. Nothing need change for them if they have an effective game going and everyone is enjoying it.

I'm interested in where you think this type of hybrid should go.

What I am talking about does require a certain level of cooperation and understanding on everyone's part. Limits do have to be set, and GMs who want to tie the events of their games into the greater whole will have to be willing to hold their stories and the development of their player characters to those limits. The key is setting up limits that can be lived with, and which are dynamic enough over time to not make players or GMs feel too held back.

The return on that is the ability to know that the stories told happen and matter. Quite frankly, if you make the world big enough, a lot can be going on at any given time. As well, you give "higher access" to major story developments to those GMs and groups that really invest into the process and play along the most effectively with the story directions underway.

I am not saying it doesn't require a lot of planning, detailed design, cooperation, and management. I am just saying that I believe it can work, and I believe it's part of the next step in evolving the hobby.
 

RyanD said:
I'm virtually certain that the only company to really benefit from 3.5 was Wizards of the Coast.


Erik Mona said:
Sometimes it is fun being the company that no one remembers in discussions like these, but I can assure you that Paizo benefited greatly from 3.5, as Dungeon was the only place to get compatible adventures for the first several months, and we hit the ground running even before the official release of the revised rules.


I'm going to go ahead and suggest that Creative Mountain Games's flagship product, the SRD 3.5 Revised, has been a huge boon to CMG (and gamers, too, of course). Without 3.5, this product dies on the vine. ;)
 

Sean Patrick Fannon said:
What I am talking about does require a certain level of cooperation and understanding on everyone's part. Limits do have to be set, and GMs who want to tie the events of their games into the greater whole will have to be willing to hold their stories and the development of their player characters to those limits. The key is setting up limits that can be lived with, and which are dynamic enough over time to not make players or GMs feel too held back.

The return on that is the ability to know that the stories told happen and matter. Quite frankly, if you make the world big enough, a lot can be going on at any given time. As well, you give "higher access" to major story developments to those GMs and groups that really invest into the process and play along the most effectively with the story directions underway.

I am not saying it doesn't require a lot of planning, detailed design, cooperation, and management. I am just saying that I believe it can work, and I believe it's part of the next step in evolving the hobby.
I'd say the next step of the hobby is the exact opposite- recognising that the hobby is inherently varied and versatile, and capitalising on that. We don't need systems that try and unify everyone into one continuity, and politely ignore those who play differently. What we need is to first recognise that everyone plays differently, and then focus efforts on enhancing the strengths of that model, while negating it's formidable weaknesses and drawbacks.

By trying to unify play, you're ignoring one of it's essential elements- it varies, greatly. This is one of the great strengths of the hobby, and one of the major problems that cause so many pitfalls and conflicts in groups and clubs and the comunity overall. There is a clear case for a shift in approach that recognises this and puts it at the core of the hobby, where it belongs.

I believe that features like player matching and versatile rules systems can be developed to take the hobby ot a new level, to codify the reality that 99% of GM's have been playing with all along. It's all well and good to talk about the RPGA and MMO hybrid models and the like, but ultimatly these approaches are working against the creative energy of the hobby unless they recognise that there is no unified approach, no grand scheme all (or even most) gamers can follow, and at the very least such a system must make genuine efforts to recoginise that if it is to function.

We are not all playing the same game, and so, for a game with a large audience, the solution is to offer genuinly different ways to play, and help people find others who play in a compatable way.

Otherwise, essentially you're going to have the same problem that MMO's do with varant playstyles, only while they can ignore them, an RPG analogue cannot, since for us, play style is at the core of the experience, while MMO's can rely on graphics, basic play, and their access to a larger and more mainstream audience.
 

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