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General Tabletop Discussion
*TTRPGs General
What Would Happen If (Almost) Nobody Paid for RPGs?
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<blockquote data-quote="Caliber" data-source="post: 4747107" data-attributes="member: 1310"><p>The problem with comparing creating a gaming system and writing software is that a gaming system is much more a subjective work of art than a piece of software can ever be. Look at open source projects out there; they all DO something specific. If someone can contribute a bit of code that makes it do that something better, everyone wins. </p><p></p><p>Now imagine an open source gaming system. Someone contributes a feat (just to use nomenclature people here are familiar with) that they feel makes the game better. Some agree, seeing it as providing an ability they felt the game was missing before. Others disagree, seeing the feat as broken, overpowered, underpowered, both(?) or something else. Repeat this hundreds, upon thousands of times, and not just with feats but with classes (if they exist), races, even basic rules of the system. How do you judge the objective advantage a rule gives a system over another? </p><p></p><p>You would end up with either numerous game systems with small followings of pretty happy people (who will hopefully be able to find friends to play with) or a few large systems with followings of people with numerous house rules (and hopefully anyone joining the group is willing to abide by whatever set of rules the group agrees to)</p><p></p><p>I just don't see it as a tenable situation. More likely, to me, is that those who currently play will continue to do so, using whatever is left from the current model, recruiting others when possible but slowly decreasing in population. Eventually, I think it would be an end to this type of gaming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Caliber, post: 4747107, member: 1310"] The problem with comparing creating a gaming system and writing software is that a gaming system is much more a subjective work of art than a piece of software can ever be. Look at open source projects out there; they all DO something specific. If someone can contribute a bit of code that makes it do that something better, everyone wins. Now imagine an open source gaming system. Someone contributes a feat (just to use nomenclature people here are familiar with) that they feel makes the game better. Some agree, seeing it as providing an ability they felt the game was missing before. Others disagree, seeing the feat as broken, overpowered, underpowered, both(?) or something else. Repeat this hundreds, upon thousands of times, and not just with feats but with classes (if they exist), races, even basic rules of the system. How do you judge the objective advantage a rule gives a system over another? You would end up with either numerous game systems with small followings of pretty happy people (who will hopefully be able to find friends to play with) or a few large systems with followings of people with numerous house rules (and hopefully anyone joining the group is willing to abide by whatever set of rules the group agrees to) I just don't see it as a tenable situation. More likely, to me, is that those who currently play will continue to do so, using whatever is left from the current model, recruiting others when possible but slowly decreasing in population. Eventually, I think it would be an end to this type of gaming. :( [/QUOTE]
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