I think one of the reasons that you are getting a reaction about your statement is that "old" people have said the same thing about "young" people since the dawn of civilisation*.
At least that's my impression. I don't work with young people though, so I don't know if we have at long last reached that point in time where young people will lose their imagination completely.
No, I don't think they'll lose their imagination completely but I do think that there are more tools and cultural influences that encourage imagination loss than there were, say, thirty years ago.
Imagination is, in my opinion, one of the most precious, intrinsically human qualities. It cannot be destroyed but it can be neglected and through neglect, atrophy. My obversation of students is that they are hungry for inspiration, for
real imaginative experience not just simulated imagination (e.g. TV and video games).
In some sense our culture has taken a step forward in that
play is more accepted than it was forty or fifty years ago. Back then children grew up and didn't play; or rather, their version of play was reading the sports page or assembling porcelain figure displays or playing golf or poker. Play was for kids - and so were myths and imagination. Now we have all kinds of variation of adult play, including tabletop RPGs. Play has been, to some extent, legitimized. Adults love stories, love to play.
So it isn't all bad. I just worry about a future in which movies have entirely replaced books and video games replaced storytelling games (including TTRPGs). That would be a grim world indeed.
TaiChara tells the truth, Mercurius, about what's going on. Kids (and other people, too) are grooving on the collaborative, socially mediated construction of story-telling games.
It's "the other" direction of development from MUD, not the one that gets you EverQuest and World of Warcraft.
Sounds intriguing but I'm honestly not sure what you (and evidently TaiChara) are talking about. What sort of story-telling games are you referring to?
This is an old problem in the FRP business. The latter may well turn out to have thrived on a "generation" that in the long run is not the rule but the exception.
The first generation did their own thing and made it up as they went along. (I could say "we", as that's the scene to which I was introduced and the ethos that still seems natural to me.)
Besides there not being another option if they were to play the games that had yet to be created, they saw making them as part of the fun.
Gary Gygax was glad to let Judges Guild have a license to produce supplements because he didn't think there would be much of a market for them. After all -- to the minds of the early fantasy gamers -- making up that stuff was part of the fun. It would be like paying someone else to go eat the candy one had bought for oneself!
He also was not at first (or later) a pusher of conformity. In fact, he wrote a letter to the prominent APA Alarums & Excursions in which he said that conformity would never be TSR's policy so long as he had a say.
Well, as it turned out there was a big market for "have us do more of your imagining for you", and for "conformity in major systems" (and increasingly 'minor' details as well).
Even after the publication of the first four volumes of AD&D, he wrote in The Dragon against the idea that D&Ders should be subject to an endless flood of supplements and revisions demanding purchase to "keep current". He admitted that purely as a business man he relished the prospect -- but also that the pecuniary was not the sum, or even the first, of his values.
He was a game maker (and, more broadly, entertainment producer) by personal vocation, not as a convenience in the "higher" calling of pure capitalism. He was never likely to give it up for commodities or real estate or electronics or software or soda pop.
Now we've had such a scheme for long enough to exert quite a bit of selection pressure on who is into the game and who is not.
That a good portion of those who are not into it happen to be doing their own thing and making it up as they go does not dismay me!
Interesting stuff, Ariosto. You describe why I think that early phase, the early 70s up until maybe the AD&D hardcovers came out in '77-'79, was the Golden Age of RPGs. Not only was everything new and fresh, but there was an emphasis on create-it-yourself. DM's Fiat ruled the day and didn't even need to be named, afaict, because it was simply how you did things. In other words, the rules were meant to serve the imaginative experience; imagination wasn't meant to flavor the rules, as may be the case now.
Somewhere along the way D&D stopped being a grassroots movement. It definitely was up until the end of the "Golden Age" in the late 70s, and was to a certain extent through the "Silver Age" of the 80s. One big step away from that may have been when Gary Gygax left; another was when WotC bought out TSR; another was when Hasbro bought WotC. This doesn't mean that there aren't real gamers involved; I would guess that every designer at WotC is a gamer, loves to play. Maybe I'm overly pessimistic to say this, but it would seem that the bottom line is profit margin, not what makes for fun gaming. It is a strange, depressing assumption that Americans make that this has to be the case, that profit can't come
after quality.
What I think we have is a case of D&D perpetually unable to fulfill its potential. What I think we need is to find again a kind of Edenic early 70s inspiration, yet with the wealth of the last 40 years of game design experience. Remember that slogan from Necromancer Games I think, "3rd Edition Rules, 1st Edition Feel" - or something like that. How about "5th Edition Rules, OD&D Feel." That would be the shiznitz!
