• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Great D&D Schism: The End of an age and the scattering of gamers

I don't think that is correct. In the coffee or tea example, you _do_ have to evaluate the other options even to find out what is offered (read the menu, hunt through the supermarket aisle).
First of all I apologise for using an example that was confusing because what I meant was similar-but-different to your "coffees in a supermarket" example. What I had in mind was a waiter guy offering to get you tea or coffee. Now, unless you have lived your life in a cellar, the chances are that you know several other options very well - and you could always ask for them (he can only say "no"). Or you could go to a different outlet. Or you could make something for yourself. To quote the great Orlanthi saying from Glorantha:

"Violence is always an option!"

Um, no, wait - the other one:

"There is always another way!"

Yeah. That one. Ahem...

As the number of esoteric options goes up, some of the old standards (e.g., root beer) may not be offered everywhere, and you end up having to consider second and third-favorites in order to have anything at all.
Or you could make your own root beer (is that the same as ginger beer?). Or you could order online for delivery. You could even set up a business making root beer, or persuade someone else to do so. This is my point - there are always options. The only limit is how many you are aware of, and how many you discard arbitrarily (or, at least, with only minimal evaluation).

In practice, we almost always disregard some options without evaluation subconsciously. What the argument about "choice is bad" is saying is that it's bad if we have to make those disregards consciously - so being unconscious of options is good. I disagree with this as an assertion.

Similarly, if someone asks you to a Pathfinder game and you know nothing about pathfinder, you have to make some decisions about whether to invest the time. You may regard these as easy decisions, but they do impose some burden.

If I'm a DM and half my players want to play something else, it gets worse, since I need to do enough research to decide if that's an option I'm willing to support. From what I've seen in forums, it seems like the burden grows for many as they get older -- they don't want to learn a new system and they don't want to spend more money. (Both perfectly rational, IMO.)
Now, these comments are interesting, because I think you raise another dimension here which may be the real nub of the issue. What these situations talk about is not choosing product, systems or options for onesself, but choosing what to play with other people.

The problem your "older gamer" has (and, just as an aside, I'm in my 50s, so I don't think this is universal) is not that other gamers have elected to buy and play a new and different system - it's that they decline to play the older gamer's favourite game with him or her.

I can see two ways to address this:

1) Say the "older gamer" should have some power over the other gamers' choices, so that they "have to" play his or her favourite game. Aside from the fact that I think this is totally unrealistic (because "there is always another way"), I am heartily opposed to any attempt to arbitrarily limit others on ethical and motivational grounds - so I reject this option (personally).

2) All of those involved need to show tolerance and flexibility in what they are prepared to play. Think of others and try to be accommodating - that's one of the fundamental virtues I was inculcated with as a child. Tolerance is always a good thing (it just doesn't imply you have to like what you tolerate, which would be daft).

On the "learning a new game" thing: I honestly think this is a function of folks who have only ever really played D&D (and similar games). In my experience, the difficult bit is actually breaking out of the comfortable furrow of assumptions that you have grown to have about "roleplaying" because of the way your own specific game works. Once you have broken out of that, my experience is that learning new systems is easy - it's all a downhill slope from there. What's more, by no means all systems are as content-heavy as D&D. FATE is not hard to learn to play (I did so last year - and now I love it!). Fiasco is not hard to learn (year before last). Primetime Adventures is not hard to learn (around 2009, I think). Pendragon is not hard to learn (1990s sometime?). This year I'm lining up Savage Worlds - and that looks no harder than the others to get into. All these games have the essential rules in one book.

I could go on about how trying different games gives you different perspectives on every other game you know and is a hugely positive experience in its own right, but I've rambled enough for one post...
 

log in or register to remove this ad

I've been thinking a lot over the last few weeks about the last decade and a half or so of D&D and what has happened to the gaming community...

*snip*

The sad thing is, I've got no idea what could fix this gaming schism. D&D Next (I still want to call it 5e) was meant to bring the factions together, but it's not seeming like it will do that. Personally I'll probably buy the PHB for it, but I've got faint hope that it will do anything other than break D&D gaming apart further.

I call it the d20 Dark Ages. Except that I argue it began back in 1989. Just as I started getting into D&D, people seemed to be leaving it.

There really isn't anything you can do--except play the edition you like to play and try to get like-minded gamer-friends to do the same.
 

People think 4E was the great schism - that it alone was responsible for the fractious nature of gaming today. I think it's more like the match that started a fire, but everything else was already in place.

Don't forget that in 2000, few people (relatively) were playing D&D, or really anything. 3.0 did something amazing: it completely revitalized not just the brand, but tabletop gaming. And for 5-8 years, it dominated the space because it did such a good job of creating a game that fit the pent-up desire of so many.

But over the course of those 5-8 years, people weren't just playing D&D. Even back then, D&D was inspiring new artists and writers to create their own games. When 4E hit in 2008, the reason so many people jumped ship was because by then we had tons and tons of options! Every day we get more, and it's great because there are so many different styles and ways to play!

And the other biggest factor is the internet. In 2000, the internet was still pretty young. By 2003 pirating was all the rage, and by 2008 the internet was everywhere. It wasn't just that there were 50+ alternatives to D&D in 2008, but that you actually heard about them even if they didn't have a strong traditional marketing presence. So not only were there alternatives, but everyone was talking about them and you could actually hear about them because everyone was sharing information everywhere.

People talk about 2000 as a Golden Age of gaming like the 1920s were a Golden Age of technology advancement, or the 50s were the Golden Age of comics. Yeah: there's something cool about being able to talk shop with any geek you met about the same stories and the same games. It was a shared experience, and that sort of thing really is precious. But guess what? It was also restrictive and anti-competitive, and a lot of the crap got elevated when it shouldn't have. Now things are more fractured, but that gives us more options! And not just more options, but better ones, with better support, better collaboration, and better gaming all around. That's just the nature of popular products and experiences: success creates imitation, but also refining and improvement.

Our role-playing experiences are more varied but also better today than they were 14 years ago. There are positives and negatives to change, but change happens, regardless. So rather than ask how we can put the toothpaste back in the tube, let's embrace how much better things are now and see what the future will bring us!
 


People talk about 2000 as a Golden Age of gaming like the 1920s were a Golden Age of technology advancement, or the 50s were the Golden Age of comics. Yeah: there's something cool about being able to talk shop with any geek you met about the same stories and the same games. It was a shared experience, and that sort of thing really is precious. But guess what? It was also restrictive and anti-competitive, and a lot of the crap got elevated when it shouldn't have. Now things are more fractured, but that gives us more options! And not just more options, but better ones, with better support, better collaboration, and better gaming all around. That's just the nature of popular products and experiences: success creates imitation, but also refining and improvement.

The anti-competitive and restrictive goal was that of 2008 when 4th edition arrived. 2000 and up was when the OGL came about and you would see a lot of restrictions vanish and a lot of competition rise up.
 

People think 4E was the great schism - that it alone was responsible for the fractious nature of gaming today. I think it's more like the match that started a fire, but everything else was already in place.



The Schism might have been unavoidable as the open license of 3E resulted in a lot of D&D spinoffs so that many people found a game which fits their preference a lot. That makes it harder to convince them to move on to a new edition. But in the end in my opinion much of the blame lies with 4E as WotC did not try to improve 3E, but to tear everything they build up so far down and rebuild it in a radically different way. No wonder that people who liked 3E were not too happy about that.
 

The Schism might have been unavoidable as the open license of 3E resulted in a lot of D&D spinoffs so that many people found a game which fits their preference a lot. That makes it harder to convince them to move on to a new edition. But in the end in my opinion much of the blame lies with 4E as WotC did not try to improve 3E, but to tear everything they build up so far down and rebuild it in a radically different way. No wonder that people who liked 3E were not too happy about that.

Wizards of the Coast basically tried to tell the 3rd edition players that they were bad for liking 3rd edition and tried to force the idea that 4th edition was the right way to play.
 

Wizards of the Coast basically tried to tell the 3rd edition players that they were bad for liking 3rd edition and tried to force the idea that 4th edition was the right way to play.

Only if you were personally trying to be offended and blowing things immensely out of proportion. But that's neither here nor there. ;)
 

Only if you were personally trying to be offended and blowing things immensely out of proportion. But that's neither here nor there. ;)

Apparently, 3rd edition wasn't done and Wizards of the Coast decided it was. The market for 3rd edition was still huge but they ignored because they thought they knew better, they obviously didn't, and decided to create a game they thought people wanted and made you feel inferior if you didn't like it. Supposedly the mechanics of 4th edition were "state of the art" and if you didn't play them you weren't doing it right.
 


Into the Woods

Remove ads

Top