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Who is the elusive "New Pen-and-paper Gamer" the RPG companies are trying to nab?
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<blockquote data-quote="Intense_Interest" data-source="post: 5278262" data-attributes="member: 65904"><p>The population of possible D&D players are the Lesser-Social & Non-Competitive Youth and the Unemployed, with a chance that most of the respondents on ENWorld that "returned" to PnP RPGs being the Comfortably Affluent Gen X types who may have returned to D&D when they had the time to invest into it. </p><p></p><p>The only way to establish a foothold of D&D, or PnP RPGs in general, in any market of potential gamers would be to advertise it to the prison population.</p><p> </p><p>PnP role-playing games are among the most popular games for the intellectual prison population because the time invested into D&D or D&D-likes are well worth the time investment of a person who has twelve or fourteen hours in a day to spend and not much else to do.</p><p> </p><p>Because the modern world has far more time constraints for both younger and older people that in the past we could consider prime gamer material. Instead of spending afternoons playing or preparing games, the High-Schoolers who would have played are working towards highly-competitive colleges or are socializing with their peers. The Working Class and College-Students have so many more aspects of life to deal with than people did twenty to thirty years ago, and therefore do not have the solid blocks of time necessary to make a D&D campaign a worthwhile investment.</p><p> </p><p>The modern entertainment of today was built to be digestible at any time and for any amount of time: Hulu for television, download-able Podcast-radio, easy-access internet websites to read & write, and the persistent-world video games to play at any time of the day. D&D wasn't designed for this world and isn't suited to compete in it. Decrying a generation of "potential" players deciding not to invest into the 30-year history of D&D is ignoring the world that exists now.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 5278262, member: 65904"] The population of possible D&D players are the Lesser-Social & Non-Competitive Youth and the Unemployed, with a chance that most of the respondents on ENWorld that "returned" to PnP RPGs being the Comfortably Affluent Gen X types who may have returned to D&D when they had the time to invest into it. The only way to establish a foothold of D&D, or PnP RPGs in general, in any market of potential gamers would be to advertise it to the prison population. PnP role-playing games are among the most popular games for the intellectual prison population because the time invested into D&D or D&D-likes are well worth the time investment of a person who has twelve or fourteen hours in a day to spend and not much else to do. Because the modern world has far more time constraints for both younger and older people that in the past we could consider prime gamer material. Instead of spending afternoons playing or preparing games, the High-Schoolers who would have played are working towards highly-competitive colleges or are socializing with their peers. The Working Class and College-Students have so many more aspects of life to deal with than people did twenty to thirty years ago, and therefore do not have the solid blocks of time necessary to make a D&D campaign a worthwhile investment. The modern entertainment of today was built to be digestible at any time and for any amount of time: Hulu for television, download-able Podcast-radio, easy-access internet websites to read & write, and the persistent-world video games to play at any time of the day. D&D wasn't designed for this world and isn't suited to compete in it. Decrying a generation of "potential" players deciding not to invest into the 30-year history of D&D is ignoring the world that exists now. [/QUOTE]
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Who is the elusive "New Pen-and-paper Gamer" the RPG companies are trying to nab?
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