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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="buzz" data-source="post: 3700891" data-attributes="member: 6777"><p>I'm just going by the numbers Ken Hite produces each year.</p><p></p><p></p><p>The best ones have sold in the thousands. The bigger point, though is that, as a community, it's not an insignificant number, and it's growing. It's also a very active, vocal community focused on pushing design forward and getting people to game. I think it's also telling that it's indie publishers who have won the Origins RPG award the last two years, not to mention finding more and more spots in the Ennies each year.</p><p></p><p></p><p>I find it kind of bizarre that both you and Glyfair are trying to basically make the argument that cons in general, and GenCon (<em>the</em> signature con of the hobby) in particular, are in no way representative of the hobby. If GenCon was only for die-hard gamers with, apparently, no ability to tell good from crap, why do so many publishers make such a big deal about it?</p><p></p><p>And it's not that the indie folk are <em>going</em> to cons, it's that they're <a href="http://www.story-games.com/forums/comments.php?DiscussionID=3828&page=1#Item_1" target="_blank">creating</a> cons. These folk are really focused on <em>getting people together and actually playing</em>. I think that's awesome.</p><p></p><p>As far as I understand Ryan Dancey, he is speaking about rebirth of the hobby. Anything less would miss the point. So the comparison is important. Indie revolution is very small scale, very local and globaly unsuccesful. That would not save the industry. I am sorry...</p></blockquote><p>No, he's talking about competing with WoW. Judging any effort a failure because it doesn't duplicate the boom of the hobby's creation is like judging a 2007 dot-com startup by the standards of 1998.</p><p></p><p></p><p>Admittedly, it's not necessarily a model for a WotC-sized operation. Then again, given that both WotC and WW ended up being purchased by a larger, non-RPG corporation in order to survive, it may be that their model isn't a sustainable one that should be duplicated.</p><p></p><p>Anyway, we're derailing this thread somewhat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Regardless, my point was not that the indie method is an industry cure-all. I was more pointing to them already pursuing the "story focused" design goal Ryan was talking about. I also think they're taking a novel approach to the hobby, and their efforts should not be ignored.</p><p>[/QUOTE]</p>
[QUOTE="buzz, post: 3700891, member: 6777"] I'm just going by the numbers Ken Hite produces each year. The best ones have sold in the thousands. The bigger point, though is that, as a community, it's not an insignificant number, and it's growing. It's also a very active, vocal community focused on pushing design forward and getting people to game. I think it's also telling that it's indie publishers who have won the Origins RPG award the last two years, not to mention finding more and more spots in the Ennies each year. I find it kind of bizarre that both you and Glyfair are trying to basically make the argument that cons in general, and GenCon ([i]the[/i] signature con of the hobby) in particular, are in no way representative of the hobby. If GenCon was only for die-hard gamers with, apparently, no ability to tell good from crap, why do so many publishers make such a big deal about it? And it's not that the indie folk are [i]going[/i] to cons, it's that they're [url=http://www.story-games.com/forums/comments.php?DiscussionID=3828&page=1#Item_1]creating[/url] cons. These folk are really focused on [I]getting people together and actually playing[/I]. I think that's awesome. As far as I understand Ryan Dancey, he is speaking about rebirth of the hobby. Anything less would miss the point. So the comparison is important. Indie revolution is very small scale, very local and globaly unsuccesful. That would not save the industry. I am sorry...[/quote] No, he's talking about competing with WoW. Judging any effort a failure because it doesn't duplicate the boom of the hobby's creation is like judging a 2007 dot-com startup by the standards of 1998. Admittedly, it's not necessarily a model for a WotC-sized operation. Then again, given that both WotC and WW ended up being purchased by a larger, non-RPG corporation in order to survive, it may be that their model isn't a sustainable one that should be duplicated. Anyway, we're derailing this thread somewhat. :) Regardless, my point was not that the indie method is an industry cure-all. I was more pointing to them already pursuing the "story focused" design goal Ryan was talking about. I also think they're taking a novel approach to the hobby, and their efforts should not be ignored. [/QUOTE]
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