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Why are people not interested in RPG?
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<blockquote data-quote="Consonant Dude" data-source="post: 5950861" data-attributes="member: 6688791"><p>For the most part, they aren't more popular because they are too complicated and time-consuming. And whenever efforts are made to make the games less complicated, hardcore gamers (who shouldn't be the reference when it comes to designing better and more accessible games) barge in to say that the new game needs new rules, more rules, more detailed rules. </p><p></p><p>This is what happened with Pathfinder. I mean, 3rd edition was good game but its main problem was clutter. Instead of cleaning it up, people asked for more rules on top of it. </p><p></p><p>By and large, if you ask the average roleplayer how they feel about a 200-page corebook, they'll tell you that's a cool size. Some might even tell you it's a little incomplete and they prefer the massive monstrosity (we're breaking the 300 and 400 page more and more these days). </p><p></p><p>They just don't get how for Joe-average, the person who isn't gaming and has an active lifestyle, the idea that you need a 200-page instruction manual to learn how to play a game would be totally bizarre, alien. It's not just a major turnoff. It's a definite dealbreaker for many. </p><p></p><p>And that's where the hobby is now. The breakthrough of roleplaying came thanks to products like the LBBs and the red box. And then people didn't figure out that, as the page count went up, so did the barrier of entry into roleplaying.</p><p></p><p>And that disconnect isn't about to be a thing of the past, I'm afraid, because companies and designers continue to gather their feedback almost exclusively from a dwindling veteran base of roleplayers. </p><p></p><p>Sometimes, less is more. And improving is not synonymous with adding.</p></blockquote><p></p>
[QUOTE="Consonant Dude, post: 5950861, member: 6688791"] For the most part, they aren't more popular because they are too complicated and time-consuming. And whenever efforts are made to make the games less complicated, hardcore gamers (who shouldn't be the reference when it comes to designing better and more accessible games) barge in to say that the new game needs new rules, more rules, more detailed rules. This is what happened with Pathfinder. I mean, 3rd edition was good game but its main problem was clutter. Instead of cleaning it up, people asked for more rules on top of it. By and large, if you ask the average roleplayer how they feel about a 200-page corebook, they'll tell you that's a cool size. Some might even tell you it's a little incomplete and they prefer the massive monstrosity (we're breaking the 300 and 400 page more and more these days). They just don't get how for Joe-average, the person who isn't gaming and has an active lifestyle, the idea that you need a 200-page instruction manual to learn how to play a game would be totally bizarre, alien. It's not just a major turnoff. It's a definite dealbreaker for many. And that's where the hobby is now. The breakthrough of roleplaying came thanks to products like the LBBs and the red box. And then people didn't figure out that, as the page count went up, so did the barrier of entry into roleplaying. And that disconnect isn't about to be a thing of the past, I'm afraid, because companies and designers continue to gather their feedback almost exclusively from a dwindling veteran base of roleplayers. Sometimes, less is more. And improving is not synonymous with adding. [/QUOTE]
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