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So What IS Happening to Tabletop Roleplaying Games? Dancey & Mearls Let You Know!
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<blockquote data-quote="Ratskinner" data-source="post: 7653570" data-attributes="member: 6688937"><p>I think this is an absolutely critical point. From observing my teenage kids, there does still seem to be a significant appeal to that direct interaction. Furthermore, it seems to me that its an attraction <em>enhanced</em> (maybe exacerbated?) by all those trans-media experiences. Folks who live through their phones/computers seem hungry for direct interaction. The kids I've seen definitely seem to recognize that "I can do anything with it because its not a program" aspect of it. (Of course, limited sample size, etc.)</p><p></p><p> However, I do think Mearls is close to correct when it comes to attracting the attention necessary for new players/groups to experience that in the first place. Ever fewer potential players will spend the time (as many of us likely did in the 70s and 80s...90s even) to slog through some generic tome-like rulebooks and then do all the work needed to GM. As a corporation/institution D&D needs a good way to get some eye-ball time with a lot of those kids.</p><p></p><p>Personally, the notes above reinforce a suspicion of mine that we will not see a "basic set" for 5e, but we will see "Basic Adventures" produced like "Euro games" in the manner of Shards of Ashardalon. These boxes will be as ready-to-play and full of replay value as they can make them: small rulebook(s), maps, adventure text(s) with helpful notes, monster cards/tokens, perhaps even with minis and pre-gens. If, as Umbran and I suspect, the personal interaction and flexibility is what TRPGs offer over other media, then it will be vital to get new players into that mode of operation as soon as possible.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7653570, member: 6688937"] I think this is an absolutely critical point. From observing my teenage kids, there does still seem to be a significant appeal to that direct interaction. Furthermore, it seems to me that its an attraction [I]enhanced[/I] (maybe exacerbated?) by all those trans-media experiences. Folks who live through their phones/computers seem hungry for direct interaction. The kids I've seen definitely seem to recognize that "I can do anything with it because its not a program" aspect of it. (Of course, limited sample size, etc.) However, I do think Mearls is close to correct when it comes to attracting the attention necessary for new players/groups to experience that in the first place. Ever fewer potential players will spend the time (as many of us likely did in the 70s and 80s...90s even) to slog through some generic tome-like rulebooks and then do all the work needed to GM. As a corporation/institution D&D needs a good way to get some eye-ball time with a lot of those kids. Personally, the notes above reinforce a suspicion of mine that we will not see a "basic set" for 5e, but we will see "Basic Adventures" produced like "Euro games" in the manner of Shards of Ashardalon. These boxes will be as ready-to-play and full of replay value as they can make them: small rulebook(s), maps, adventure text(s) with helpful notes, monster cards/tokens, perhaps even with minis and pre-gens. If, as Umbran and I suspect, the personal interaction and flexibility is what TRPGs offer over other media, then it will be vital to get new players into that mode of operation as soon as possible. [/QUOTE]
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