The mechanical framework used for combat has nothing to with it.
It has because this is what sucks up gameplay and gametime. It is the biggest one requirement to play 4e regarding the time and effort you invest as a player. Rules, gameplay etch
The mechanical framework used for combat has nothing to with it.
Well darn I guess I'll have to tell my party of a Vampiric Genie who rides a giant lizard and seeks dark knowledge in hopes of a brighter future, a sea born artificier whose on a quest to survive a group of assassins and revenge his fathers death, a middle aged elf who is still searching for his fallen lost love after 200 years of failed attempts, and the savage dark elf who is looking for the truth behind the destruction of her home city, that they can't infiltrate the one of the cities highest connected dancers in the search for a stolen statue, which was promised for a Merchant daughter's wedding. After all Wotc failed to make a game that inspired people...![]()
Who is a casual gamer in the context of role-playing games? The only meaningful definition I can come up with is a spouse and/or friend who plays RPG's for purely social reasons (ie, they like the people, not the game).
Also, I'm suspicious of calls to ignore the traditional fan base. Should operas be more like Broadway musicals?
D&D isn't going to become a crunch-lite game as long as D&D is big business. As long as D&D is the ten ton gorilla of the RPG world it will maintain a business model in which it sells things to people. One of the easiest things to sell to people is crunch. Therefore, D&D will have a lot of crunch.
That doesn't mean that you can't make the crunch more efficient or user friendly. But its going to be there.
I asked him to expand on the "forces of tearing apart RPG's" throw away line and this is what I got:
Quote:
MMOs are destroying the tabletop gaming networks. First and foremost, that's the root cause of all the other problems. This leads to several additional really bad things, like the best talent in design going to MMOs and not staying on the tabletop, and the acquistion engine for new players being almost completely obliterated. The growth for a "fantasy gaming nerd" now is Club Penguin -> Runequest -> World of Warcraft -> niche MMO. There's no point where they leave that track and pick up "TRPG" as a gaming option.
In addition to the monster eating the network, there are other factors at work as well that individually would be damaging but perhaps not ultimately fatal in the way MMOs are. Neighborhood culture is breaking down and kids are less able to group spontaneously but instead follow parent-programmed activity cycles. The D&D game has failed to produce a widely success mass market introductory product. Gender stereotypes which reduce the play of women are still afflicting the hobby. The accumulation of Grognards has reached epidemic levels so that new people to the hobby are likely to hear vastly more pessimism about how great things used to be than how great things are. The inflated costs of inventory carry have destroyed the fundamental business model of the full-line game store (despite a 400% increase in top line revenues in the past 15 years...)
Tabletop RPG as a hobby faced an inflection point right about 1990. Down one path it could have become something like the model train hobby - high end products purchased by upscale customers willing to support a niche hobby for the next 30+ years as they aged through their peak earning years and into retirement, and down another path it could try to stay relevant in the 16-24 year old demograhic that had been its natural home since inception. Unfortuantely, it picked the latter not the former, and when something came along which was simply vastly more suited to that age demographic, TRPG as a business had no possible response.
(It could still become a Model Railroad industry, btw. That door is far from closed.)
Unfortunately, @bcwalker, there's no fixing this. Instead, what's going to happen is that MMO are going to continue to evolve until they reach the point of being able to deliver a fidelity of experience better than the tabletop ever could - and then they'll keep evolving past that point to deliver experiences we can only just now begin to imagine. The technical limitations people often cite are going to just be blown away by the combination of Moore's Law and a business model that is about a million times more profitable than the tabletop model. Our kids will play in virtual worlds that would seem like hallucinations to us today - Clarke's Law will obtain, and this advanced technology will be indistinguishable from magic in a lot of ways.
For people in my age demographic, we'll keep playing RPGs (when we can find the time and find a group, and find the interest) but there will never be a viable new generation of gamers coming up behind us.
What I am saying that it wont be a big business for long if it remains like this. Cause people will not play tabletops anymore if tabletops wont adjust for accessibility to the natural advantages of the tabletop environment.
A rules lite game, if done well, with few abstract rules, done well -which means that any artificial (artificial as for whatever does not make any real world sense) elements should be kept to a minimum- could provide a powerful structure for gamers to naturally express any roleplaying situation or option in the most solid way. Am I asking too much? Well, I think I have to becasue it seems this where the competition is pushing for. Anyway, I do not think it is impossible. It needs research & development but it can be done.
Are you a newbie or an old gamer? And even if you are a newbie for everyone like you there will be 1000 to log on some MMO server with their friends. So what do you say? Is it because tabletop is a worse environment?
These do not help for the entry level. The more things you need to successfully play the game the more you are losing its entry point.Who says they aren't? Power cards, collectible figs, sponsored game store events, all these cater to a tabletop experience. With that said, people right now are playing D&D with virtual tabletop software and finding that the experience is very comparable to a traditional tabletop. It would be foolish of WotC to ignore the online game demographic and concentrate only on those that play on the traditional tabletop environment.
I believe you can do a game that can focus on exciting combat and exciting fighting with what I am talking about. I sort of envision it like what the effects of the crunch you are talking about only that it will come out more naturally -it wont be something artificial based on an artificial structure you need to track or to calculate to figure out how to implement the mechanics: it will have to be more immediate and natural to our imagination as I say.Such systems already exist. D&D tried to do similar systems in the past (dragonlance saga rules), but people just weren't interested.
People want crunch. People want exciting combat. D&D gives it to them. If people want something with less fighting and less rules, then there are already other games around that can cater to them. But most people want the exciting combat.
Also, I'm suspicious of calls to ignore the traditional fan base. Should operas be more like Broadway musicals?