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Why RPGs are Failing

wedgeski said:
Quite apart from the fact that I think your initial position is deeply flawed (there are a hundred reasons why RPG sales are slacking)...

Elucidate, please.

Fundamentally, as I'm sure others have said, you're asking that D&D should change to fit you. I would respond simply by saying that either you should change to fit the game, or you should stop playing the game. Find a system that agrees with you, where combat mechanics correctly reflect the brutal cut, thrust, parry, and downright dumb luck of 'real' melee, and go and play it.

No, I'm asking that D&D® change to fit a larger audience. Big difference.

Roleplaying is defined by limitless options (else, the DM is obsolete). A roleplaying game is defined by a closed set of rules. Those rules therefore define the style of *that* game. If you don't like 'em, or don't subscribe to the thinking behind them, you can change them (and make the game less like D&D), or make the game completely not like D&D by playing something else. Both solutions achieve the same thing: identifying what roleplaying 'aspect' most agrees with you, and finding the game that fits it.

As another said, need that be so? Is a closed rule set superior to a set of guidelines?

There is one way to play D&D: that set of rules defined in the Core books. There are many ways to play a roleplaying game. I can think of lots of ways to design a roleplaying game, but that's not really what you're asking, is it?

Not at all. I'm looking for a way to make RPGs better, D&D® in particular. It is the focus on 'game' that, as far as I can see, hurts D&D® and limits its potential audience.

If you're asserting that a more free-form, less rigidly-defined game system will appeal to the mass market, I don't think you could be more wrong. The mass market likes rules. They like thick, thumbable rule books with top-notch artwork, something they can browse off the shelf and admire in their collection. To return to the videogame: if we assert that computer games have achieved a mass market that RPG's haven't (as I would), then you couldn't imagine a more closed system. The accumulated logic of CRPG's is inviolable. The programmer says it is thus, and thus it shall be, no matter what the player does (bugs not withstanding). This is comfortable for gamers. I have seen the confusion in their eyes when presented with a P&P RPG, and I have seen the many hours of play it takes before the sweet epiphany of understanding about what 'roleplaying' *really* is comes to them. Those long hours right there are the difference between the mass market and the niche.

Appeal to the mass market? That would be nice. More open to the mass market would be more achievable however.

Now, are you talking about the gaming public, or the general public? It is my position that it is the thick, thickly written, and over produced game books that make potential gamers shy away. I've got an essay coming up on writing game mechanics where I'll explain how I think the job is best done. I submit, good sir, that a better guide to roleplaying games would make it much easier to 'get' RPGs.

As to video games. Different market, different appeal. Furthermore, have you considered the posibility that in trying to more closely identify with VGs D&D® has crippled itself?

I wait with baited breath. :)

I just knew your arguments were fishy. :lol:
 
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Fenes said:
Tailoring the game and its rules to the taste of my gaming group is part of my job as a DM. Making sure we all have fun is part of everyone's job. I see D20 as flexible enough to accomodate my rather rules-lite game with heavy emphasis on social situations.
Trying to get roleplaying through rules will only result in the "gamer" people minmaxing roleplaying for the mechanical benefits. It won't make the game more fun since you can't really rule "fun" in a game. And since my stzance is that if a rule gets in the way of having fun out goes the rule I can't really support a stance that tries to enforce a change of playstyle through rules.
IMHO, if you are smart enough to play and DM D&D you are smart enough to change the rules to accomodate your own playtsyle better.

Most every DM changes the game to fit their style, and their players. However, I don't see D&D® as currently written as facilitating that.

At the same time it is true there are some people will game most anything. But, it is my contention that by encouraging roleplay the game can discourage the worst excesses of gaming.

I agree that you can't regulate fun in a game. You can, however, encourage greater participation through better presentation of the game world, and the lack of comprehensive guidelines for that in D&D® is part of the problem.
 

All the things you're asking for are present imc, yet I run the 3.5 ruleset with almost no house rules.

It's just how you play the game. If your players always attack the goblins, maybe you should talk to your players about your expectations. Or play, and try to talk to the goblins.
 

mythusmage said:
Most every DM changes the game to fit their style, and their players. However, I don't see D&D® as currently written as facilitating that.

Explain.

PLEASE! Because I cannot come up with any way this could be true to anyone doing anythign but trolling.
 

adembroski3 said:
In terms of pure debate, mythusmage, you are capable of handling most comers, I can see that, but I'm not understanding your motivation here.

Are you trying to "win" or render a convincing arguement. It sounds more like you are seeing this as a competition.

Need everything be a competition?

My goal here is to persuade. Not everybody, not all the time. So long as I can get people to, even if only for a brief moment, to take a new look at the subject, I have 'won'.

My goal here is nothing so inconsequential as winning a contest. My goal is to, in some small way, change the world.*

As far as my view, the primary reason RPGs are on a downturn is the "dork" stigma attached to them. They will *never* be mainstream, and I doubt most of us want them to be. Though none of the gamers I've ever played with actually represent the stereotype, the stereotype exists none the less, and this hurts the industry.

Never? There's always the possibility the horse could learn to talk.:)

Still, I do agree regarding the stereotype. But, a more accessible set of core books would certainly help there. The easier you make D&D® to understand, the less an impact the 'dorks' will have on the general public.

[qoute]I don't believe it's the rules that hurt D&D, by any means. The rules are a tool, nothing more. That said, I can see your argument perhaps from a perspective that you might not have expected, and that is by looking at the presentation of those rules.[/quote]

My bone of contention is indeed in how the rules are presentetd. But, not in the way you think. Read on, macDuff.

The authors of the 3.0 Core Rulebooks put an emphisis on the "return to the dungeon", it was a big advertising point. It was the central theme going into the release of 3rd edition, and the them did not lessen with 3.5. This, in my opinion, hurt D&D.

Here we see the misapprehension. You talk of 'focus', not presentation.

I don't think the majority of gamers WANTED to return to the dungeon. To me, at least, the whole thing kinda felt like reverse evolution. We had evolved the game from a fantasy skirmish game, little more than Warhammer with less figures, into an infinately deep engagement involving personaes and motivations. However little RP exists in a given game, it's likely that there is more than what existed when Gygax was running his players through Castle Greyhawk.

Yet this is what WotC seemed to be pushing. Lets go back to the stone age! We're sick of sophistication! We're tired of progress! Lets pack up some meat, park the car on the side of the road, and go find a cave to paint pictures on the wall in for the rest of our lives!

Yet now the game had something it hadn't before, a focus. Something 2e had sorely lacked, what with its aimless gallivanting around all over the place. People like to have goals, and not everybody is ready to devise their own.

The rules are not holding back D&D. The rules are abstract and unrealistic, but I have yet to come across a practical and realistic ruleset. It is the manner in which those rules are presented that is the problem.

By their very nature the rules to any game must be abstract. It's in the implementation where they can be brought to life.

Where realism is concerned, I've noticed that a number of people have mistaken my point regarding real life. I'm not talking about making D&D® more realistic, but pointing out that in many particulars the game is more like real life than it is literature, video games, or theater. That is, given the restrictions placed upon the setting by the rules, things can happen in D&D® much as they happen in real life. In short, "The Sword" can break at the start of an adventure, and when it does break you have to deal with it. This makes RPGs neither inferior or superior to literature, only different.

Alan

*I once founded a Jewish sect in a distant past life, so I've had some experience in this. Said sect has long faded away.
 


alsih2o said:
Next issue- Jazz, just a fad?

Gimme a "C"! A bouncy "C"!

SCAT SOLO!

Zwee, zweee, zwa,
Bad-doo-blee-do-be-do-be-do-zwa!
Zoot-zoot SQUEE-dah!
SQEE-dah, SQEE-dah, deet-doot-doobie-do-wah!
Scoodlee-voo...scoodlee-voo...
Va-do-be-SQEEEEEEE!

"Meme." Dammit, I gotta start using that word more. A lot of the time, I'll say something stupid like "idea" or "common misconception" or "belief" when I coulda said "meme," and those are wasted opportunities, y'know?

Meme.
 

mythusmage said:
*I once founded a Jewish sect in a distant past life, so I've had some experience in this. Said sect has long faded away.

Man, everyone else did such great stuff in their past lives. Me, I've been nothing but ignorant pig farmers. You name a turning point in history, a critical fork of the road, an age of heroism and adventure, and I guarantee, I was dressed in rags, covered in hog manure, and nowhere close to the action.

Why, I'll bet you have a whole STRING of cool incarnations --- sorta Highlander meets Hawkman meets Young Indiana Jones --- while I have been cursed to walk the myriad worlds of the multiverse as the Eternal Ignorant Pig Farmer.

Meme.
 
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No, I'm asking that D&D® change to fit a larger audience.

Which means that you presume your prescription is what the larger audience wants.

I can't claim to have polled all players everywhere, but as for me and my group, your prescription is not what we want.
 

JPL said:
Man, everyone else did such great stuff in their past lives. Me, I've been nothing but ignorant pig farmers. You name a turning point in history, a critical fork of the road, an age of heroism and adventure, and I guarantee, I was dressed in rags, covered in hog manure, and nowhere close to the action.

Why, I'll bet you have a whole STRING of cool incarnations --- sorta Highlander meets Hawkman meets Young Indiana Jones --- while I have been cursed to walk the myriad worlds of the multiverse as the Eternal Ignorant Pig Farmer.

Meme.

Isn't that always how it is? And have you noticed that westerners didn't start rememebring their past lives til recently? You never hear Cleopatra telling what she was in a past life.

There is a serious lack of redshirts in the "I have lived before" community.
 

Into the Woods

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