Why aren't RPGs poplular

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?

I know that for some games I've introduced, I've created combat/skill cheat sheets that flesh out available alternative actions (things like grappling, disarming, bullrushing), the segments or sections of a round, the uses of action/drama points, and available combat modifiers (for range, cover/concealment), plus whatever "unique" aspects of the combat or skill resolution system are inherent to that RPG. Since I'm often the only one who has the book (for a new game I'm introducing), that prevents 7 or more people from trying to pass around and desperately flip through the one book (for things like spell/power/action effects, etc) I really need to have while we play.

(Of course, I mourn the days when games came in a box, and had a Player's Booklet, a GM's Booklet, and a monster/equipment booklet).

And trust me, if that information can be codified right on the character sheet, all the better -
 

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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.

The difficult thing about this model is that it requires the publisher to admit to itself that it will be selling one product to a whole group, rather than one product to each person in the group. Yes, I know that it is often that way already in real life, but it hasn't stopped the publishers from striving to sell to every player in the past.
 


The difficult thing about this model is that it requires the publisher to admit to itself that it will be selling one product to a whole group, rather than one product to each person in the group. Yes, I know that it is often that way already in real life, but it hasn't stopped the publishers from striving to sell to every player in the past.

Although my experience has been that once everyone in the group knows they like the game, and truly enjoy it, then everyone is willing to make the "buy in". Particularly in terms of supplements and their ilk. Because that one night game becomes a long term campaign (or series of campaigns), the player's go on to buy the class and race books, the DM/GM then buys the monster and module books, etc.

But if the game never gets off the ground to begin with, because it's too hard mechanically or simply too hard logistically to present to new players, then no one buys anything, and that game in particular dies on the vine, and our hobby in general slowly withers with it...
 


Already exists -

Murder Mystery Games

Murder Mystery Games Shop

I'm guessing Murder Mystery is more a British thing than American. We Brits really, really love murder.

I actually considered the how to host a murder mystery games when making the post. But in the states those were big only in the 80s, and even they were for a niche genre--murder mystery here isn't terribly mainstream.

What I had in mind was something done more like party game, preferably with some sort of board because people are used to that (though not a complex series of mats, just a basic board of some kind), and from a more mainstream genre (not fantasy or sci fi, but something more like cop shows or sit coms).
 

I wonder if something like Dread isn't the way to go.

Very basic mechanics, diceless, and add an element of physical gameplay that is instantly recognizable to all the players.

"Pick up Sticks" for fantasy might work. :p
 

IMHO it is because it is very situational. You can so easily make bad experiences with it. Especially when there are rules lawyers around...

Very true. In fact, I wish there was a way to determine how many people have tried tabletop RPG's once, and been forever dissuaded from them by one bad experience. I've read some terrible, terrible first experience stories and these are from people that for some reason decided to give it another try. I can't say I would have, if some of those things had happened to me.
 

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