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What is THE NEXT BIG THING?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3285040" data-attributes="member: 22882"><p>Certainly they don't make the experience "bad" in any objective sense. I've probably had more fun, and probably as much roleplaying as in any system-based game, with the old HeroQuest board game than with any actual RPG. For that matter, it has consistently been my experience that those campaigns involving a clear model of play and a fairly tight focus - whether that focus is provided by the game, the social contract of the group or the GM - are more entertaining. When a clear model of play and a tight focus are absent, every gaming group I've ever played in or observed has meandered, become frustrated, and either quit the campaign or suffered through it as an excuse to hang out with friends.</p><p></p><p>Perhaps your experience differs?</p><p></p><p>Regardless, yours and mine put together, along with the XP of everyone on this board and Wizards' and rpg.net and Dragonsfoot and Nutkinland and dozens of RPG boards I've never heard of and/or don't remember the names of - amount to exactly squat in terms of the "next big thing."</p><p></p><p>The point of the "next big thing" is not to have the slightest appeal to existing roleplayers, who, like the existing players of MMORPGs, are essentially a tiny niche market.</p><p></p><p>The point of the "next big thing" is to make heaping great wads of cash, flood the hobby with new customers and, if at all possible, devise the sustainable business model that RPG-like games have never had.</p><p></p><p>That means appealing to either a new niche market of equivalent size (WW struck gold, or at least silver, by appealing to a smaller but still sizable niche market in the early '90s) - and being able to do this again in a decade or two - or becoming a mainstream product.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3285040, member: 22882"] Certainly they don't make the experience "bad" in any objective sense. I've probably had more fun, and probably as much roleplaying as in any system-based game, with the old HeroQuest board game than with any actual RPG. For that matter, it has consistently been my experience that those campaigns involving a clear model of play and a fairly tight focus - whether that focus is provided by the game, the social contract of the group or the GM - are more entertaining. When a clear model of play and a tight focus are absent, every gaming group I've ever played in or observed has meandered, become frustrated, and either quit the campaign or suffered through it as an excuse to hang out with friends. Perhaps your experience differs? Regardless, yours and mine put together, along with the XP of everyone on this board and Wizards' and rpg.net and Dragonsfoot and Nutkinland and dozens of RPG boards I've never heard of and/or don't remember the names of - amount to exactly squat in terms of the "next big thing." The point of the "next big thing" is not to have the slightest appeal to existing roleplayers, who, like the existing players of MMORPGs, are essentially a tiny niche market. The point of the "next big thing" is to make heaping great wads of cash, flood the hobby with new customers and, if at all possible, devise the sustainable business model that RPG-like games have never had. That means appealing to either a new niche market of equivalent size (WW struck gold, or at least silver, by appealing to a smaller but still sizable niche market in the early '90s) - and being able to do this again in a decade or two - or becoming a mainstream product. [/QUOTE]
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