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General Tabletop Discussion
*Dungeons & Dragons
We're Getting Old - and is WotC Accounting For That?
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<blockquote data-quote="jrowland" data-source="post: 6206174" data-attributes="member: 94389"><p>There are a LOT more options out there than D&D. Geek is Chic, and younger gamers are very open to ttrpgs.</p><p></p><p>The OP made a point about DMing that I think is the biggest issue: DMing is hard/time-consuming/thankless/etc.</p><p></p><p>They key to D&D, any edition, is DM support. Pathfinder and Paizo make a great product, but ultimately it comes from the Adventure path products, not the rulebooks. You buy the rulebooks to enhanced your adventures.</p><p></p><p>D&D next makes in-roads with a simpler system, but there is an underlying tension here: As a player, I want deep, intricate characters with deep intricate progression. I applaud the attempt to make a "simple" version for new players, but once you have the D&D hook, you want more. However, this is in opposition to the needs o the DM: Fast NPC creation, ad hoc resolution, simple to run yet memorable (to the players) monsters. </p><p></p><p>In a way, character development is a mini-game for players, mechanics plays into that. DMs are narrative driven, and burn-out, IMO, occurs when a DM is weighed down by trying to maintain mechanics. DMs feel like irrelevant, more like a computer (a bad one usually), than a storyteller/narrator. Most DMs thrive when the story is compelling. Thus the need for good published adventures (For busy DMs to grok quickly, be inspired by, etc) or excellent narrative-focus DMing advice.</p><p></p><p>I know there are those that *hate* DM fiat, but without it, DMs are in reality players in charge of the guy that always loses and never gets full character development, leading to burn out. DMs <em>need</em> freedom from the mechanics, in order to drive the narrative and elicit the Oohs and Ahhs from the players, game after game.</p><p></p><p>We <em>are</em> getting old, but the game only dies if we let it.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6206174, member: 94389"] There are a LOT more options out there than D&D. Geek is Chic, and younger gamers are very open to ttrpgs. The OP made a point about DMing that I think is the biggest issue: DMing is hard/time-consuming/thankless/etc. They key to D&D, any edition, is DM support. Pathfinder and Paizo make a great product, but ultimately it comes from the Adventure path products, not the rulebooks. You buy the rulebooks to enhanced your adventures. D&D next makes in-roads with a simpler system, but there is an underlying tension here: As a player, I want deep, intricate characters with deep intricate progression. I applaud the attempt to make a "simple" version for new players, but once you have the D&D hook, you want more. However, this is in opposition to the needs o the DM: Fast NPC creation, ad hoc resolution, simple to run yet memorable (to the players) monsters. In a way, character development is a mini-game for players, mechanics plays into that. DMs are narrative driven, and burn-out, IMO, occurs when a DM is weighed down by trying to maintain mechanics. DMs feel like irrelevant, more like a computer (a bad one usually), than a storyteller/narrator. Most DMs thrive when the story is compelling. Thus the need for good published adventures (For busy DMs to grok quickly, be inspired by, etc) or excellent narrative-focus DMing advice. I know there are those that *hate* DM fiat, but without it, DMs are in reality players in charge of the guy that always loses and never gets full character development, leading to burn out. DMs [I]need[/I] freedom from the mechanics, in order to drive the narrative and elicit the Oohs and Ahhs from the players, game after game. We [I]are[/I] getting old, but the game only dies if we let it. [/QUOTE]
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We're Getting Old - and is WotC Accounting For That?
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