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Should D&D be marketed like Coke, Ketchup, or Spaghetti Sauce?
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<blockquote data-quote="Celebrim" data-source="post: 6280735" data-attributes="member: 4937"><p>Well, I fully agree with 4e was the RPGA edition of the game theory. </p><p></p><p>I'd note if it hasn't been mentioned before is that the 'Skill Challenge' rules are clearly intended to standardize play in noncombat situations, particular in standardizing how DMs communicate noncombat situations to players so that 'standard designs' could be included in a module with the expectation that every table would play somewhat similarly - at least as similarly as any two tables approach the same combat.</p><p></p><p>My take on the above otherwise (I think) spot on discussion is that the simplications demanded by people steeped in organized play weren't necessarily the things which would have made the game more accessible to new DMs.</p><p></p><p>If they were, then it would argue that skirmished based minature war gaming is just right about to break out into the mainstream - something that it didn't do even before D&D, computers, etc.</p><p></p><p>Needing a tight set of skirmish rules is something that the RPGA needs and which is highly attractive to the RPGA and a certain slice of the grognard community. It's not in my opinion something that drags new groups into gaming, or inspires young GMs. For one thing, all those minatures add a lot of overhead to the cost of getting into a game. It's not clear to me what you do to bring new people into the hobby much less a particular game, but it is clear to me that PnP RPGs primarily spread by what is called in other contexts discipleship or mentoring. People start playing RPGs because someone they know is playing RPGs and invites them into the game - not because of game marketing. RPG hobbyists multiply when that new person starts their own game and invites friends into it. I'm fairly sure the boom in the late 70's is largely a game experience transferred from older to young sibling and family. It may well be that as much as anything what stiffled the PnP hobby beyond the occult scare (which beyond killing it as a mainstream movement would have disrupted transmission of the hobby to new younger players) was the end of the baby boom itself. The social connections between older and younger players withered not just in the hobby, but across society generally.</p><p></p><p>Whatever method you use to sell your game IMO must involve convincing players to become Game Masters. Reducing the cost of becoming a GM - whether in monatary costs or preperation costs - is only part of that equation. You must also increase the rewards of being a GM in some fashion. I coudln't help by feel that 3.5e and 4e tended to be GM hostile rather than encouraging.</p><p></p><p>I also wonder if by the same theory, the fact that we may now be reaching a point where the communication of the hobby between parents and children might partially replace cousin/sibling to younger cousin/sibling transmission. The children of the 80's are now increasingly parents themselves might create a mini-boom in the hobby quite irrespective of the marketing or rules sets.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6280735, member: 4937"] Well, I fully agree with 4e was the RPGA edition of the game theory. I'd note if it hasn't been mentioned before is that the 'Skill Challenge' rules are clearly intended to standardize play in noncombat situations, particular in standardizing how DMs communicate noncombat situations to players so that 'standard designs' could be included in a module with the expectation that every table would play somewhat similarly - at least as similarly as any two tables approach the same combat. My take on the above otherwise (I think) spot on discussion is that the simplications demanded by people steeped in organized play weren't necessarily the things which would have made the game more accessible to new DMs. If they were, then it would argue that skirmished based minature war gaming is just right about to break out into the mainstream - something that it didn't do even before D&D, computers, etc. Needing a tight set of skirmish rules is something that the RPGA needs and which is highly attractive to the RPGA and a certain slice of the grognard community. It's not in my opinion something that drags new groups into gaming, or inspires young GMs. For one thing, all those minatures add a lot of overhead to the cost of getting into a game. It's not clear to me what you do to bring new people into the hobby much less a particular game, but it is clear to me that PnP RPGs primarily spread by what is called in other contexts discipleship or mentoring. People start playing RPGs because someone they know is playing RPGs and invites them into the game - not because of game marketing. RPG hobbyists multiply when that new person starts their own game and invites friends into it. I'm fairly sure the boom in the late 70's is largely a game experience transferred from older to young sibling and family. It may well be that as much as anything what stiffled the PnP hobby beyond the occult scare (which beyond killing it as a mainstream movement would have disrupted transmission of the hobby to new younger players) was the end of the baby boom itself. The social connections between older and younger players withered not just in the hobby, but across society generally. Whatever method you use to sell your game IMO must involve convincing players to become Game Masters. Reducing the cost of becoming a GM - whether in monatary costs or preperation costs - is only part of that equation. You must also increase the rewards of being a GM in some fashion. I coudln't help by feel that 3.5e and 4e tended to be GM hostile rather than encouraging. I also wonder if by the same theory, the fact that we may now be reaching a point where the communication of the hobby between parents and children might partially replace cousin/sibling to younger cousin/sibling transmission. The children of the 80's are now increasingly parents themselves might create a mini-boom in the hobby quite irrespective of the marketing or rules sets. [/QUOTE]
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Should D&D be marketed like Coke, Ketchup, or Spaghetti Sauce?
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