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<blockquote data-quote="Andre" data-source="post: 4119874" data-attributes="member: 25930"><p>Based on my own (by definition, limited) experience, <strong>every</strong> group is a splinter group. Every single group is different to one degree or another from every other group. The house rules are a bit different. The play styles are different. The environment is different. The goals are different. The social mores are different. I could go on, but I think you get the idea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For me, the most basic problem with the "hobby" per se is the search for the "one true system" that everyone will use. Ryan Dancy had this idea and the OGL was one means of achieving it. It failed in that purpose, not because the OGL was inherently flawed (though it does have flaws), but because people and groups are not all the same. </p><p></p><p>The success of RPG's will depend on what it's always depended on - how well those who want to engage in this hobby can play the kinds of games they want to play. The future of the hobby, IMO, lies not in one dominant game, that requires significant effort and time from GM's and players to adapt to their needs, but in a game system that allows any group to easily play the kind of game they want. Since I suspect such a system is decades away (if ever), the next best thing is a plethora of good systems. We need games that make it worth our time and effort to play them.</p><p></p><p>Yes, multiple systems can make it harder to find players, but consider - players often have good reasons why they stick to one system. Most often, it takes too much time and effort to learn multiple systems. But maybe they've tried other systems which don't really fit their play style or match what they want out of a game. Maybe they're on a budget and can't afford to buy multiple rulebooks. Whatever the individual reason, the game has to meet the needs of the gamers, not the other way around. And no game, most definitely not DnD, meets every gamer's needs.</p><p></p><p>If this hobby survives another generation, it will do so by becoming less centralized and more flexible, recognizing that every single gamer and every single gaming group is different.</p></blockquote><p></p>
[QUOTE="Andre, post: 4119874, member: 25930"] Based on my own (by definition, limited) experience, [B]every[/B] group is a splinter group. Every single group is different to one degree or another from every other group. The house rules are a bit different. The play styles are different. The environment is different. The goals are different. The social mores are different. I could go on, but I think you get the idea. :) For me, the most basic problem with the "hobby" per se is the search for the "one true system" that everyone will use. Ryan Dancy had this idea and the OGL was one means of achieving it. It failed in that purpose, not because the OGL was inherently flawed (though it does have flaws), but because people and groups are not all the same. The success of RPG's will depend on what it's always depended on - how well those who want to engage in this hobby can play the kinds of games they want to play. The future of the hobby, IMO, lies not in one dominant game, that requires significant effort and time from GM's and players to adapt to their needs, but in a game system that allows any group to easily play the kind of game they want. Since I suspect such a system is decades away (if ever), the next best thing is a plethora of good systems. We need games that make it worth our time and effort to play them. Yes, multiple systems can make it harder to find players, but consider - players often have good reasons why they stick to one system. Most often, it takes too much time and effort to learn multiple systems. But maybe they've tried other systems which don't really fit their play style or match what they want out of a game. Maybe they're on a budget and can't afford to buy multiple rulebooks. Whatever the individual reason, the game has to meet the needs of the gamers, not the other way around. And no game, most definitely not DnD, meets every gamer's needs. If this hobby survives another generation, it will do so by becoming less centralized and more flexible, recognizing that every single gamer and every single gaming group is different. [/QUOTE]
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