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General Tabletop Discussion
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The Dumbing Down of RPGs
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<blockquote data-quote="Ruin Explorer" data-source="post: 6361521" data-attributes="member: 18"><p>In a word: no.</p><p></p><p>I don't see any evidence that big or small TRPG producers are "dumbing down" TRPGs in any of the ways you've described.</p><p></p><p>On the contrary, looking at, say, Dungeon World, I see it moving in the precise opposite direction:</p><p></p><p>1) You can fail, and it kind of matters more, too, because it potentially pushes you into more danger (in a way totally untrue of older RPGs).</p><p>2) Doesn't really apply to TRPGs. D&D has always been a game where it's the DM who has decided how extreme reactions are to the PCs. Two people running the same official setting in the same edition with the same PCs will have wildly varying levels of factionalism, racism, and so on.</p><p>3) In DW you make more impact on the world than old RPGs. Vastly more.</p><p>4) Doesn't really apply to TRPGs. 4E and a few others did actually try a little "quest card" system, but it got no traction and no case can be made that the industry is "moving towards it" in 2014 (a case could have been made in 2009, say - but it turned out to be a dead end, now abandoned).</p><p>5) Haha no, opposite direction.</p><p>6) Puzzles have always been easy and a specialized interest in TRPGs. Also entirely DM and adventure dependent. Some DMs/groups love them, some find them zero-challenge and boring, etc. etc. Certainly no change here, apart from fewer official adventures contain childishly easy word/number puzzles.</p><p>7) No, has always varied wildly. 3E was the D&D where items were most available and unimportant, but generally this hasn't happened across the industry and modern games, including 5E and DW, certainly tend to the other direction.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6361521, member: 18"] In a word: no. I don't see any evidence that big or small TRPG producers are "dumbing down" TRPGs in any of the ways you've described. On the contrary, looking at, say, Dungeon World, I see it moving in the precise opposite direction: 1) You can fail, and it kind of matters more, too, because it potentially pushes you into more danger (in a way totally untrue of older RPGs). 2) Doesn't really apply to TRPGs. D&D has always been a game where it's the DM who has decided how extreme reactions are to the PCs. Two people running the same official setting in the same edition with the same PCs will have wildly varying levels of factionalism, racism, and so on. 3) In DW you make more impact on the world than old RPGs. Vastly more. 4) Doesn't really apply to TRPGs. 4E and a few others did actually try a little "quest card" system, but it got no traction and no case can be made that the industry is "moving towards it" in 2014 (a case could have been made in 2009, say - but it turned out to be a dead end, now abandoned). 5) Haha no, opposite direction. 6) Puzzles have always been easy and a specialized interest in TRPGs. Also entirely DM and adventure dependent. Some DMs/groups love them, some find them zero-challenge and boring, etc. etc. Certainly no change here, apart from fewer official adventures contain childishly easy word/number puzzles. 7) No, has always varied wildly. 3E was the D&D where items were most available and unimportant, but generally this hasn't happened across the industry and modern games, including 5E and DW, certainly tend to the other direction. [/QUOTE]
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