resistor
First Post
I haven't read most of this thread, but I thought I'd toss out my own pet theory on how to expand the audience of TTRPGs. I think the hobby would appeal to a broader audience if we moved away from a competitive mindset and more towards a collaborative approach to making a story/game.
To make some concrete suggestions:
- We need to move towards less randomized mechanics. At the extreme end would be something like Amber Diceless that is completely deterministic, followed by games like Spirit of the Century where the variance is pretty low.
- We need to move towards conflict resolution over task resolution. Don't bother "resolving" whether you hit the monster or not. Only resolve narrative conflicts between characters.
- Don't artificially build up the rules for combat/violent activity. Model everything with the broad mechanics, subject to the earlier points.
Basically, I think a lot of people are turned off by the game-y nature of TTRPGs. You don't hit the ogre, you try to hit the ogre and then roll a bunch of funny dice to see if you succeed. There's a competitive streak in there, even if everyone is ostensibly collaborating to have fun.
I think we could attract more players to the hobby if we toned that down and actually made playing an RPG more like collaborative storytelling than a wargame or boardgame.
To make some concrete suggestions:
- We need to move towards less randomized mechanics. At the extreme end would be something like Amber Diceless that is completely deterministic, followed by games like Spirit of the Century where the variance is pretty low.
- We need to move towards conflict resolution over task resolution. Don't bother "resolving" whether you hit the monster or not. Only resolve narrative conflicts between characters.
- Don't artificially build up the rules for combat/violent activity. Model everything with the broad mechanics, subject to the earlier points.
Basically, I think a lot of people are turned off by the game-y nature of TTRPGs. You don't hit the ogre, you try to hit the ogre and then roll a bunch of funny dice to see if you succeed. There's a competitive streak in there, even if everyone is ostensibly collaborating to have fun.
I think we could attract more players to the hobby if we toned that down and actually made playing an RPG more like collaborative storytelling than a wargame or boardgame.