Gothmog said:What WW did in the early 90's was show people you could have fun with a RPG by incorporating ideas into the game that were NOT about kicking in the door, killing the monster, and taking its loot. This appeals to a rather juvenile mindset, and while its fun to do occasionally, killing and looting quickly lose their appeal to most folks. I applaud their efforts for broadening the horizons of gaming, and bringing more people into gaming (especially female gamers). You can try to dispute this if you like, but its the reality of what WW did to gaming.
Wow.. now this really is absurd.. are you seriously falling for this idea that before WW no one roleplayed about anything but killing? It was ALL hack and slash before vampire?
Were you even roleplaying back then? Because i was and I assure you that Vampire added exactly NOTHING to the roleplaying world, other than a game about vampires.. and pretentiousness.
They certainly were not the first to introduce the idea of Role playing. Or even of serious issues in roleplaying. If you really think that, you are seriously mistaken.
Amber, which is a far more sophisticated game, was around since 1986. Call of Cthulhu was around from the very early days, as was Traveller, and neither of those were what you could call Hack n'Slash games. Space 1889, many of the GURPS settings, all these and more were around and doing intelligent roleplay LONG before Vampire.
Even D&D; I was playing and running serious, non-combat oriented campaigns long before Vampire. So were many people, I assume.
That's what gets me about Vampire.. they created and continue to create this lie that there was no good roleplaying going on before VtM. And that other systems are somehow inferior at doing good roleplay. And that story-based is the best way to roleplay. And that WoD continues to be the best way to roleplay, or indeed ever was.
What nearly killed RPGs was the CCG craze Magic started. Chaosium, previously a pretty strong publisher, nearly lost it all with the Call of Cthulhu CCG. Many other companies tried to branch into CCGs (TSR with Spellfire for example), and took a big hit. In addition, the biggest RPG company at the time TSR, was being run by people who didn't know anything about gaming, and who mismanaged product lines, overextending themselves, which caused the ruination of TSR. It wasn't due to inferior product (many people point to Planescape, Dark Sun, and Birthright as three of the best settings TSR produced, all during its final days), it was due to bad business practices, pure and simple. In addition, younger players wanted instant gratification and a quick game, which CCGs gave them, while RPGs could not.
Yes indeed, CCGs were bad for roleplaying. No debate there.
And indeed, TSR was being mismanaged, again no argument with you there.
However, the reason CCGs had as much drain from RPGs as they did was because RPGs (due to TSRs mismanagement and a fundamental misunderstanding of the nature of WW's success) had become something that was less than fun.
You hit the nail right on the head about younger players: they could quickly put to gether a game of magic, but couldn't quickly put together an RPG game.. why? because RPGs went from being easy and fun to being these complex monstrosities where the emphasis was ALWAYS on having to play serious campaign-level stuff, the systems got more complex, and the books became unpalatable to younger readers.
In the 70s and 80s, you COULD make up a character in a few mins and start playing right away. By the 90s, because of story-based gaming theory, you couldn't do that anymore. You also had to buy far more books than before, and you had to suffer through pages of bad game-fiction to get to the rules.
CCG's were just an opportunistic infection. RPGs failed in the 90s because of a massive failure of vision and leadership. Everyone got on the WW story-based bandwagon to nowhere.
not a plot by WW to "kill gaming". That statement is ridiculous in the first place- why would a gaming company, whose success depends on the sale of gaming items, want to end RPGs? Think through a statement like that before you make it.
I never implied that WW intentionally WANTED to set out to kill gaming. It was unintentional. You might find on RPG.net when this same debate fired up I even admitted that their strategy worked perfectly well FOR THEM.
The real fault was in the other companies trying to follow their design theory, which didn't work because it wasn't aimed at the majority of exissting roleplayers, it was aimed at an outside group (goths and vampire fans). But the majority of the members of these other groups weren't going to go for D&D, or GURPS, or any other "orthodox" rpg, no matter how hard they tried. And in switching to this story-based format, these orthodox companies lost their fan base.
If anything, WW helped to keep RPGs alive in the mid to late 90s. While D&D was in a slump, Vampire, Werewolf, and Mage had huge loyal followings because they were innovative, new, and fresh. I don't know how many former die-hard D&D players I knew switched over to WW completely because TSR wasn't releasing often, and because they were tired of the same old D&Disms that hadn't been updated for 20 years..
And I also saw a few people switch over to WW, the minority.. the majority left roleplaying altogether. Virtually none of the people I gamed with back then are gaming today, on the whole, story-based gaming devastated the fan base.
Nisarg