What Does the RPG Hobby Need Now?

SlyFlourish

SlyFlourish.com
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This is a question I often ask myself, but now, with the release of the D&D 2024 books, I think it's a good time to ask it again:

What do we think the RPG hobby needs now? What's missing? What would make it easier for new players to get into the hobby? What makes it easier for existing players and game masters to engage in the hobby? What products do we think are missing or underserved?

And what can small publishers like myself do to help?
 

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I think it is time to.finally kill prep. Games and adventures should be designed such that they can be used with little to no preparation. That can mean a lot of different things, but definitely includes embracing layout and art/cartography that informs. It means ending "paid by the word" style walls of prose. And it means tearing down the explicit divide between players and GMs.
 

I think it is time to.finally kill prep. Games and adventures should be designed such that they can be used with little to no preparation. That can mean a lot of different things, but definitely includes embracing layout and art/cartography that informs. It means ending "paid by the word" style walls of prose.

On board for all of this. An adventure on a note card? Sounds great to me.

When its hard to fit even 30 minutes of 'hobby time' into a day, prep is the killer. Get to the GAME.

I'm sure people find it grating, but I swear Shadowdark landed on exactly what I need.
 




I don’t know if I’ve ever played a game that was enjoyable where the GM didn’t do some preparation.
That doesn't mean it is impossible. It isn't hard if you aren't trying to craft some story beforehand. You just need tools.
Even the players need to do some prep even if it’s just knowing the rules.
This is patently false. Players come to tables at cons all the time not knowing the rules and still have a good time.
 

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