Why aren't RPGs poplular

Basically, I think games have been more and more tailored for gamers specifically. Less and less for the general public.

I agree. If RPGs were a commercial product, there'd be commercials for them. I see and hear commercials for all sorts of entertainment items, but I can't recall when's the last time I saw or heard one for an RPG.

Don't forget there's so much more competition for people's leisure time these days.

Exactly. When I say a lot of what's being produced for RPGs isn't worth the cost, I don't mean that the material isn't good. "Worth the cost" is a nebulous concept. RPGs don't exist in a vacuum. There is a whole bunch of entertainment options out there, and a lot of it costs less out of pocket (or is free).

In my house, for example, my wife and daughter don't like RPGs. If I've got an extra $20 to do something fun with, it won't involve going to a store and buying the latest RPG product.
 

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There's another thread on the front page linking to a group of board game reviews from a newspaper in which the reviewer complains of the complexity of Ticket to Ride's rules. That rule book is about 8 pages long, with big pictures and a lot of colors.

Give the current incarnation of D&D, and its 600+ pages of core rules to that same mainstream newspaper reviewer and what's he going to say?
 

The economy? No, the collapse of the RPG market considerably predates the collapse of the economy. Boardgames are selling very well, because in economic bad times people move to forms of entertainment that are big value for money, but RPGs still suffer...

The majority of young people *are* gamers, perhaps moreso than ever before, but they are mostly video gamers. Video games are easier (no rules to read and understand), provide virtually instant gratification, can be played when you have no one else to play with, and so forth.

The RPG market also became saturated; and from a professional point of view, it's unlikely to come back because there are too many fanboys and fangirls willing to give away their material, or sell it for peanuts, so many publishers have abandoned the genre entirely. They can't make money. It is a market that "crowdsourcing" has driven into hiding, again excepting the very largest publishers.

Sorry if this seems doom and gloom. I confess I only turned up here because someone mentioned my name and Google picked up on it. The tabletop RPG hobby is... well, just not of interest to most publishers any more. (As for me, when I do play, it's first edition AD&D, so "what's happening now" isn't relevant to me, either.)

Lew Pulsipher
 

There's another thread on the front page linking to a group of board game reviews from a newspaper in which the reviewer complains of the complexity of Ticket to Ride's rules. That rule book is about 8 pages long, with big pictures and a lot of colors.

Give the current incarnation of D&D, and its 600+ pages of core rules to that same mainstream newspaper reviewer and what's he going to say?


I suppose if a major company took the RPG concept and tried to turn it into an easy to use party game, it might be possible to grow the market. We are so accustomed to giant rule books, and detailed mechanics for all circumstances, but maybe there are people out there who would game if the rules were more simple and shorter. But I suspect it is more than just the rules being large, that is the issue. There is a stigma associated with table top gaming as well, and I believe that makes people hesitant to give it a try.
 


I suppose if a major company took the RPG concept and tried to turn it into an easy to use party game, it might be possible to grow the market. We are so accustomed to giant rule books, and detailed mechanics for all circumstances, but maybe there are people out there who would game if the rules were more simple and shorter. But I suspect it is more than just the rules being large, that is the issue. There is a stigma associated with table top gaming as well, and I believe that makes people hesitant to give it a try.

I have a prototype that's a boardgame in which players make up very simple RPG characters (skill/module based, more or less) and either a referee or a set of cards (that's the tough part) control the opposition. I'm not sure it will ever amount to anything, even if I figure out the cards-determine-opposing-actions. Heroquest and similar games seem to be as close to an RPG as a big publisher might do.

Still, Mike Gray might say "too many rules". Computer assist needed.
 

There's another thread on the front page linking to a group of board game reviews from a newspaper in which the reviewer complains of the complexity of Ticket to Ride's rules. That rule book is about 8 pages long, with big pictures and a lot of colors.

That's the one that concerns me...

If Ticket to Ride is too complicated, then even freaking BECM is WAY too complicated.
 

(I just wrote a blog piece on this very subject...)

I think it's easy to see why RPGs aren't more popular, and that's because there's significant "buy in" to get an RPG group up and running, and most people aren't willing to make that "down payment" in terms of time, logistics, and resources. In actuality, there just aren't enough "true gamers" to support our hobby on the wide-scale level that video games and their ilk enjoy. There are plenty of "casual gamers"; i.e., people who don't mind showing up (semi) regularly, rolling some dice, knocking back some sodas/beer, and heading home, but those gamers aren't the lifeblood of the hobby and they're not generally expanding it. Because of time, family, or life commitments they play if the "table is set for them" - but they're not the types to really read or master rules outside game night, religiously buy the books, or truly delve into our hobby beyond whatever immediate game that's been introduced to them.

All of the above often falls to the "true gamer" - and in most game groups, there is only one, and that's usually the DM/GM. Thus, even in my group - which meets every weekend and has six regulars - if I want the other players to pick up a new game, I have to do all the work. Buy the book(s), make the characters, teach the mechanics or create cheat sheets for combat, etc. One of the great legacies of the D20 era was that once you mastered the mechanics, you could pick up a wide variety of games implementing that same "engine". Now, it seems each new game has a set of new (often even more stratified) mechanics, and although for us "true gamers", that's not a problem (we're going to sit down and read them anyway, no matter how complex, because it's what we enjoy), for the people we're trying to broadly introduce our hobby too - that's a huge problem.

Thus, I would urge any company producing a new RPG to keep this in mind: make the game easy for me to teach and present, then I can teach it to that many more people. Here are some simple things that I think work:

- Premade PCs: Make a set for me, so I can tear 'em out and hand them out. And make them self-contained: i.e., everything my player needs to run that character is right there are on the sheet. Because usually only one person has the gamebook, and if I'm running a new game, usually I'm the one who needs it...

- Combat Cheats/Tear Sheets: Prepare them for me so I can hand them out to the players. Between their character sheets and these tear sheets, that should be all the new players need to dive in and actually start playing...

- Intro Module: Make a real intro module, complete with all the monster/creature/antagonist stats and everything I need to run it "right out of the box", and make it so it highlights the features of this game...

- Easy Rules: And I know this is "easy" to say but harder to quantify, but I sometimes think game companies make their games more complex for creditability rather than playability. Complex rules are great for true gamers, because part of the reason we like these games is because we enjoy dissecting, exploiting, or rewriting the very rules themselves, but for casual gamers, it's a problem. They don't care about the rules - they just want to play...

With these things in hand, I can throw a new game - even with new rules - at my group without much angst. With premade characters, I can start a game without wasting a whole game night making PCs (and if the group likes the game, they will then eagerly invest the time into making characters later). With combat sheets, I can get into the game without wasting hours explaining the rules, and with a premade adventure, I can highlight what is best about the game and why we should run a campaign in it, without spending hours having to do so by myself before we even sit down to give it a try.

And what I've found is that if I can introduce players to a new RPG in a quick, fluid, and "easy" way, many times I can turn those "casual gamers" into "true gamers", at least for that game...

...until I can spring another on 'em...
 

Thus, I would urge any company producing a new RPG to keep this in mind: make the game easy for me to teach and present, then I can teach it to that many more people. Here are some simple things that I think work:

- Premade PCs...

- Combat Cheats/Tear Sheets...

- Intro Module...

- Easy Rules...

Great minds must think a like, because I'm working on this sort of product myself. Regarding combat cheats/tear sheets, what sorts of information would you be looking for that wouldn't also be on the premade PCs?
 

Most young people, even those who play video games a lot, have not played tabletop RPGs.
I'm setting up to start DMing a game for a group of home school kids in the 11 -13 range. This group includes one of my daughters and one kid who has specifically expressed interest in DMing.

One grain of sand.... :)
 

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