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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Henry" data-source="post: 7768364" data-attributes="member: 158"><p>There's been a lot of discussion of Critical Role and other streaming shows as contributing to the popularity of D&D lately (past 3 years or so). I wonder what their fans' opinions would have been had they LOST their final fight with Vecna's Ascended Avatar at the campaign's end? There are a lot of new fans in the hobby who do want story more than game, or at least want the story aspects to be predominant - would they have been turned off by this? Are there a lot of new players in the hobby who assume you can't 'lose' in D&D because their favorite streamers haven't 'lost' yet?</p><p></p><p>Most streamers, not just Critical Role, might have setbacks, but they haven't suffered TPKs, I presume because such would kinda be bad for ratings, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> but also because the RPG systems most of them use don't lend themselves to coin-flip level outcomes. In the wave of new gamers, as WotC has said before (via Mike Mearls, in some roundtables) we're approaching a mark where the total fan base is almost 50%/50% gamers from pre-2014, and gamers from post-2014. That's a culture shift of seismic proportions in what gamers might want out of a game, compared to the minis-wargame culture that spawned and molded it from 1974 to the 2000s:</p><p></p><p><a href="https://www.youtube.com/watch?v=yqjLO6YNKV0" target="_blank">https://www.youtube.com/watch?v=yqjLO6YNKV0</a></p><p><a href="https://www.youtube.com/watch?v=pFbCxuvknWM" target="_blank">https://www.youtube.com/watch?v=pFbCxuvknWM</a></p><p></p><p>(I may be misquoting Mike's figures, but I do know he talked about the huge influx of new players in the last three years and how it's changing their expectations of what gamers want in their D&D.)</p></blockquote><p></p>
[QUOTE="Henry, post: 7768364, member: 158"] There's been a lot of discussion of Critical Role and other streaming shows as contributing to the popularity of D&D lately (past 3 years or so). I wonder what their fans' opinions would have been had they LOST their final fight with Vecna's Ascended Avatar at the campaign's end? There are a lot of new fans in the hobby who do want story more than game, or at least want the story aspects to be predominant - would they have been turned off by this? Are there a lot of new players in the hobby who assume you can't 'lose' in D&D because their favorite streamers haven't 'lost' yet? Most streamers, not just Critical Role, might have setbacks, but they haven't suffered TPKs, I presume because such would kinda be bad for ratings, :) but also because the RPG systems most of them use don't lend themselves to coin-flip level outcomes. In the wave of new gamers, as WotC has said before (via Mike Mearls, in some roundtables) we're approaching a mark where the total fan base is almost 50%/50% gamers from pre-2014, and gamers from post-2014. That's a culture shift of seismic proportions in what gamers might want out of a game, compared to the minis-wargame culture that spawned and molded it from 1974 to the 2000s: [url]https://www.youtube.com/watch?v=yqjLO6YNKV0[/url] [url]https://www.youtube.com/watch?v=pFbCxuvknWM[/url] (I may be misquoting Mike's figures, but I do know he talked about the huge influx of new players in the last three years and how it's changing their expectations of what gamers want in their D&D.) [/QUOTE]
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