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*Pathfinder & Starfinder
The Great D&D Schism: The End of an age and the scattering of gamers
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<blockquote data-quote="Desdichado" data-source="post: 6250212" data-attributes="member: 2205"><p>I suspect that the schism is partly an artifact of your perception--there never really was nearly as much "community" and unification as you percieved. (As a guy who used to hang out at RPG.net before coming to Eric Noah's Third Edition News site, or whatever it was actually called in about 2000, I can attest to the great diversity in the hobby that existed <em>outside</em> of D&D specifically. And as a guy who was at least aware of Dragonsfoot, even if I wasn't interested in anything that they were talking about, the incipient proto-OSR movement, as it were, I'm not convinced that D&D itself was ever so unified as you assume.)</p><p></p><p>But also--and this is wandering a bit into armchair psychoanalysis--why is this something that you care about? If you have a game that <em>you</em> like, and players to play it with, then why does it matter to you about the "greater community" and what everyone else is (supposedly) playing and all that? I'm a firm believer in the notion that I'd rather have options I don't need than to need options that I don't have. Diversity in the marketplace is generally held to be good for consumers as a truism. This is certainly true for me; if I were forced to swallow <em>any</em> edition of D&D, then I'd probably choke on it these days. Having the OGL, and tons of options to give me a very targeted niche product, is a much better situation for me than a one size fits all big-tent approach, in which I'm forced to accept all kinds of compromises.</p><p></p><p>The diversity has also greatly contributed to both the content of my conversations about gaming--because I now have all kinds of interesting things to talk about that I wouldn't have without that diversity--and the content of my games, because I can borrow all kinds of interesting and neat ideas from multiple systems. And because of the internet, these options are now laid out in front of me in a way that I'v enever had before. Instead of having to be an amateur game designer house-ruling the heck out of my system, I can pick and choose like at a buffet of options, without having to actually create much, if any, rules of my own from scratch.</p><p></p><p><em>This</em> is the Golden Age of gaming. The prior ages were Stone Ages or Bronze Ages at best. The only reason I can think of why this would not be the case is the psychological desire to feel part of a big tent, or community, of completely like-minded individuals, who all do things the same way. That, frankly, sounds terrible to me.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6250212, member: 2205"] I suspect that the schism is partly an artifact of your perception--there never really was nearly as much "community" and unification as you percieved. (As a guy who used to hang out at RPG.net before coming to Eric Noah's Third Edition News site, or whatever it was actually called in about 2000, I can attest to the great diversity in the hobby that existed [I]outside[/I] of D&D specifically. And as a guy who was at least aware of Dragonsfoot, even if I wasn't interested in anything that they were talking about, the incipient proto-OSR movement, as it were, I'm not convinced that D&D itself was ever so unified as you assume.) But also--and this is wandering a bit into armchair psychoanalysis--why is this something that you care about? If you have a game that [I]you[/I] like, and players to play it with, then why does it matter to you about the "greater community" and what everyone else is (supposedly) playing and all that? I'm a firm believer in the notion that I'd rather have options I don't need than to need options that I don't have. Diversity in the marketplace is generally held to be good for consumers as a truism. This is certainly true for me; if I were forced to swallow [I]any[/I] edition of D&D, then I'd probably choke on it these days. Having the OGL, and tons of options to give me a very targeted niche product, is a much better situation for me than a one size fits all big-tent approach, in which I'm forced to accept all kinds of compromises. The diversity has also greatly contributed to both the content of my conversations about gaming--because I now have all kinds of interesting things to talk about that I wouldn't have without that diversity--and the content of my games, because I can borrow all kinds of interesting and neat ideas from multiple systems. And because of the internet, these options are now laid out in front of me in a way that I'v enever had before. Instead of having to be an amateur game designer house-ruling the heck out of my system, I can pick and choose like at a buffet of options, without having to actually create much, if any, rules of my own from scratch. [I]This[/I] is the Golden Age of gaming. The prior ages were Stone Ages or Bronze Ages at best. The only reason I can think of why this would not be the case is the psychological desire to feel part of a big tent, or community, of completely like-minded individuals, who all do things the same way. That, frankly, sounds terrible to me. [/QUOTE]
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