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General Tabletop Discussion
*Dungeons & Dragons
The Monetization of D&D and other Role Playing Games
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<blockquote data-quote="Malmuria" data-source="post: 8718064" data-attributes="member: 7030755"><p>The terms are somewhat synonymous in the OP. With collecting, I was specifically thinking of the discussions that were had around Chaosium's NFT gambit, and how the culture of collecting in the hobby (and others) and the fear of missing out perhaps encouraged Chaosium initially (i.e. until the backlash). </p><p></p><p></p><p></p><p>Yes, well, to wit, the Tom Van Winkle link in the OP quotes an article from Tim Kask in 1981 in which he says:</p><p></p><p></p><p></p><p></p><p>Well I do say that perhaps my distaste is irrational. But, for the hobby as a whole (especially 5e and especially newer players) my concern is the implicit suggestion that buying more deluxe things will lead to better games and that when one buys a 5e product one is buying into a community or lifestyle. This have negative side effects, like DMs needlessly spending money on things and then being frustrated and burnout when their efforts aren't appreciated to people becoming defensive of a game because it is also their "community/lifestyle." </p><p></p><p></p><p>In the context of videogame monetization this refers to the small percentage of players who spend the most money on microtransactions, loot boxes, and the like. Videogame companies target specific personality types with their monetization mechanics and exploit the way they interact with the technology and the game to make money. Some of these people go into huge amounts of debt, losing homes etc. There is nothing comparable in ttrpgs, of course, but the larger the market gets the more we will have people trying to exploit those same characteristics in people.</p><p></p><p></p><p>Lots of benefits! That's why I contextualized the whole post by mentioning all the great products I have sitting on my shelves, from so many talented and creative artists. I'm glad they are all able to make their zines and little games and get at least some funding and support, particularly some creators who are in the Global South. But many indie creators will themselves express frustration of how their creativity is so easily drowned out by larger and glossier things that are created and marketed as <em>products.</em></p><p></p><p>Obviously, our little hobby is relatively innocuous in the grander scheme of things, but as it carries outsized importance to those of us in it, I think it's worth asking when creative hobbyism becomes corporate consumerism.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8718064, member: 7030755"] The terms are somewhat synonymous in the OP. With collecting, I was specifically thinking of the discussions that were had around Chaosium's NFT gambit, and how the culture of collecting in the hobby (and others) and the fear of missing out perhaps encouraged Chaosium initially (i.e. until the backlash). Yes, well, to wit, the Tom Van Winkle link in the OP quotes an article from Tim Kask in 1981 in which he says: Well I do say that perhaps my distaste is irrational. But, for the hobby as a whole (especially 5e and especially newer players) my concern is the implicit suggestion that buying more deluxe things will lead to better games and that when one buys a 5e product one is buying into a community or lifestyle. This have negative side effects, like DMs needlessly spending money on things and then being frustrated and burnout when their efforts aren't appreciated to people becoming defensive of a game because it is also their "community/lifestyle." In the context of videogame monetization this refers to the small percentage of players who spend the most money on microtransactions, loot boxes, and the like. Videogame companies target specific personality types with their monetization mechanics and exploit the way they interact with the technology and the game to make money. Some of these people go into huge amounts of debt, losing homes etc. There is nothing comparable in ttrpgs, of course, but the larger the market gets the more we will have people trying to exploit those same characteristics in people. Lots of benefits! That's why I contextualized the whole post by mentioning all the great products I have sitting on my shelves, from so many talented and creative artists. I'm glad they are all able to make their zines and little games and get at least some funding and support, particularly some creators who are in the Global South. But many indie creators will themselves express frustration of how their creativity is so easily drowned out by larger and glossier things that are created and marketed as [I]products.[/I] Obviously, our little hobby is relatively innocuous in the grander scheme of things, but as it carries outsized importance to those of us in it, I think it's worth asking when creative hobbyism becomes corporate consumerism. [/QUOTE]
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