Glyfair
Explorer
Ryan Dancey has gone on a posting spree pre-GenCon on his Blog. His subjects start by discussing the state of the hobby of "roleplaying." Then he moves to discussing ways to reinvent the hobby.
The relevant posts are:
Climb the Highest Mountain
Keep Hope Alive!
Step 1: Redefine the Hobby
Step 2: Redefine the Experience
Step 3: Redefine the Game World
Step 4: Redefine the Platform
STep 5: Redefine the Rules
Final Thoughts: Wrap Up
Storytelling Games 1: Thinking Hard
Storytelling Games 2: Vive La Resolution! New!
I don't expect everyone to agree with everything here, in fact I don't. I do think it is a pretty good start for a discussion of the issues.
A few excerpts (which doesn't nearly begin to cover everything):
Here is a chart he used during a seminar showing the relative sizes of the hobby games industry. The ribbon of blue at the bottom is all tabletop RPGs combined.
The relevant posts are:
Climb the Highest Mountain
Keep Hope Alive!
Step 1: Redefine the Hobby
Step 2: Redefine the Experience
Step 3: Redefine the Game World
Step 4: Redefine the Platform
STep 5: Redefine the Rules
Final Thoughts: Wrap Up
Storytelling Games 1: Thinking Hard
Storytelling Games 2: Vive La Resolution! New!
I don't expect everyone to agree with everything here, in fact I don't. I do think it is a pretty good start for a discussion of the issues.
A few excerpts (which doesn't nearly begin to cover everything):
Here is a chart he used during a seminar showing the relative sizes of the hobby games industry. The ribbon of blue at the bottom is all tabletop RPGs combined.

The term “Roleplaying Game” has a lot of baggage. It makes the tacit assumption (demonstrably false) that the primary entertainment value is “playing a role”. 30+ years of negative brand equity have accumulated around “Roleplaying Games” (and Dungeons & Dragons in particular); from concerns about the satanic nature of the content to fears that the games are psychologically damaging, to simple social stigma attached to the geek image of the participants. It’s time to cut that monicker loose.
The goal of most of the people in the hobby is not “play a role”. The goal of the hobby community is “tell a great story”. Roleplaying is a tactic, not a strategy. Some participants want to play roles, and that’s fine. Others want to provide narrative structure. Still others want to create systems for interaction and adjudication. And another group wants to generate environments. All of these people need to be made co-equal for the hobby to succeed long term.
Therefore, I think we need to engage in metamorphosis from “roleplaying games” to “storytelling games”. And in that change lies the seeds of our success.
The MMORPG platform (our “television”) has three critical areas of weakness (likely unfixable) which we can exploit to segment the storytelling hobby from the MMORPG hobby, to our advantage.
What we need to do is avoid the temptation to try and make our hobby more like the MMORPG hobby. We need to focus our efforts on segmentation: making a clear difference between the two formats, and making strong and believable statements about why people will enjoy themselves participating in the Storytelling Game hobby
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