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    • CommentAuthorMatt Snyder
    • CommentTimeFeb 15th 2007 edited
     # 1
    I'm working like a maniac this week with ungodly hours. I owe Jason Morningstar some long-overdue Grey Ranks feedback. And, here I am posting this beast of a post on about the only free time I've squeezed in this week. So, Jason, I owe you still!

    In this thread Judd links to a really interesting Fear the Boot podcast interview with Ryan Dancey. I listened to most of the podcast, and what I heard was really intriguing stuff.

    First off, let me say quickly that I've met Ryan Dancey in about 2001 or 2002, though he doesn't recall that at all, I'm certain. He's definitely not a jerk. I am not one bit upset or angry with his suggestions. I agree with most, if not everything he had to say.

    What Dancey said

    Here are a few of the things he had to say that resulted in some thoughts from me, and a good phone conversation with Paul Czege:

    1) The vast majority of people who enjoy RPGs are finding enough of what they want in things like World of Warcraft that the result is probably disastrous for tabletop RPGs over time. (Let me clarify to say tabletop RPGs as they are traditionally recognized, i.e. D&D and Vampire, primarily) People will flock to WoW and similar vehicles, and RPGs will suffer for it.

    2) Mainstream RPG products are basically marketed in two ways. A) At the player. B) At the Game Master. Group A usually wins most of the marketing dollars.

    3) For the vast majority of gaming groups, players -- not Game Masters -- determine which game the group will play. Usually this means D&D.

    4) The largest surges of new RPG hobbyists occur because of two critical factors: Mobility and suburban lifestyle. The surges occur at two critical times: Adolescence (i.e. ages 12-15, who have no access to transportation) and College (ages 18-22, where access to vehicles also lessens). In both cases, the surge is represented in suburban areas. Surges in customers/hobbyists do not occur in rural areas (no access to transportation, no access to RPG product) nor in urban areas (MUCH access to transportation and much access to ALTERNATIVE activities).

    (cont'd below)
  1.  # 2
    What that means to story gamers

    Given the above, I have several observations that I think are very relevant to the indie scene and story games.

    1) There is a remarkable gap between the vast majority of "Gamers" and people who are interested (at least to date) on indie games, story games, and so on.

    This gap explains much, from my perspective. The vast majority of gamers either do not realize story games exist, or they actively want nothing to do with them. I do not think this is a 1:1 match with Creative Agenda (aka GNS). I used to think so. I no longer do.

    Yes, there is cross-over. I think that fact says more about story/indie gamers than it does traditional gamers. The fact is, it's the small group of story gamers clamoring to say "But I play D&D too!" and very, very little of the large audience of traditional gamers saying "But I play indie games too!" They're out there, there just aren't a lot of 'em by comparison to the rest of the crowd.

    2) Marketing product to players more so than game masters may have lead to the "game masters" demanding something they could not find. This is interesting, but may be difficult to verify, or even act on. More on this split in the next item.

    3) Huge numbers of RPG products occupied the "game master" groups' shelves, and went unplayed. If you haven't figured it out by now, that "game master" group is probably us here at Story Games.

    Again, it's not as though every single person here literally was his or her group's go-to game master, or even necessarily a game master at all. But, I think that's very likely the trend overall.

    It leads me to re-label the "game master" group. It represents very well the split I observed in Point #1 above. I have referred to this in the past as The Great Divide.

    On one side, we have "traditional gamers." By and large, they want to celebrate and observe things they enjoy. The want less to create and imagine and more to partake and reinforce. By definition, they're not interested in imagination (Dancey refers to this very specifically.)

    On the other side, we have what I'll call the creators. Most started out in traditional RPG circles. Most remain there. Some are frustrated. Some have moved "over here" to story games (the hobby, not necessarily the forum) and indie games.

    Unlike their cohorts, these creators are interested in creating and imagination. The don't want to just celebrate and partake in the games. They want to challenge and create them. (An aside: Part of this meant they also wanted to try lots of different games ... and the vast majority of them went frustrated in that effort.)

    4) If it's true that particular ages and demographics result in swells of participation in traditional RPGs, doesn't seem reasonable that similar situations lead to swells in indie and story games participation? I don't have ANY verfiable research to compare to Dancey's amazing facts about adolescence and college. But, I'd be willing to put money down on some causes for indie games. My suspect situations for surges in story games and indie games include:

    * Late 20s, when friends/gaming groups move into different cities to pursue work. Individuals are "left alone" and turn inward and to the internet for connections. The result is: more individual game design, more online connections.

    * In long-term relationships with significant others, diminishing time one can devote to long-term RPG play. It includes either shorter-term play or inclusion of the significant other in play, or both.

    * This is less defined, but one of the situations somehow involves a general dissatisfaction with RPGing experiences in the past. The person just gets tired of playing like he or she "used to" and seeks out a change, often leaving a long-standing group to do so. This seems to happen at ages 26-30.

    When I look at my indie pals, they all share some of these suspect situations (or did, recently).

    (cont'd below)
  2.  # 3
    The bummer of the Great Divide

    The real down side to this split is that we have two tangetially interacting groups. When one side observes the other doing something they don't like, the result is a culture clash that often takes the form of internet pissing matches. Watch Chris Pramas get really angry and dismissive of Ron Edwards. Watch people criticize RPGnet as a sewer. And so on. The Great Divide is indeed a divisive. This is unnecessary. It appears to also be unavoidable.

    The Good News

    Look, there are a few ways to approach this. One conceivable way is to feel challenged by Dancey's observations. To take them as evidence that the industry thumbs its nose at story/indie games because there's just not enough critical mass, and that the "traditional gamers" rather than the "creators" are where the money is.

    And, with that, one could take a pretty confrontational approach. Getting mad a Ryan or at other industry notables. Getting frustrated that "they" just won't recognize the innovation or the product indie games and story games have to offer.

    But, I'm just not interested in that approach. I think it's foolish. I think there's no reason to think that these two groups of people must be connected, particuarly in terms of commerce.

    But, I AM frustrated with industry notables, but not because they don't "accept" indie games or whatever. I'm frustrated because they have apparently not recognized that, in fact, there are two industries that are tengentially related because of history, not because of necessity. Too often, I see communication among traditional gamers and industry-types that take for granted that of course story/indie games are a mere spec of a sub-set within the traditional RPG industry.

    I think that's wrong. I think it's wrong because the product indie/story game publishers are creating will never appeal to the vast majority of people for whom World of Warcraft is "enough."

    And, I take that as good news. I don't want to sell to those people. They'll never actually play my games! I want to sell to the people who will play my games.

    (cont'd below)
  3.  # 4
    Something to talk about

    This series of posts is long. But, I want to talk about it. I think we need to talk about it, and not just as publishers but as hobbyists and enthusiasts. As creators. There is so much here, and it's not just business stuff. It's people stuff.

    So! Let's talk.

    First, let's get some stuff out of the way.

    There are, clearly, numerous individual exceptions to these trends. I view myself as one, for example. Your anecdotal upbringing isn't particularly interesting to me in this thread, but on the other hand, it might be indicative of a larger trend worth talking about. Talk about that! Try to avoid talking about stuff that is purely personal anecdotes.

    Second, there's probably plenty to refute in what I said. Maybe even in what Dancey says. Do so reasonably, please. No one's attacking anyone. Every time -- every friggin' time -- this kind of stuff gets talked about, a shitstorm breaks out. Let's avoid that. We're trying to recognize the state of affairs, not exercising our dick-waving.
    • CommentAuthorMark W
    • CommentTimeFeb 15th 2007
     # 5
    First: Yes, I (and most of the people I play with these days, when I play) fit your predicted profile almost perfectly.

    Second: I think the problem's a lot more profound than you suggest. I think that the economic, structural, and cultural forces that permitted the two groups to coexist and thrive as a single hobby are collapsing. One of the groups can't exist without those structures - it needs a constant influx of new product to feed it, and new recruits to sustain the constant demographic dropout. The other can be self-sustaining without that matrix, because it's fundamentally a DIY culture. This crisis for the "consumer" gamer-culture (I think that's a more accurate label than "traditional", but that's a whole different thread) breeds a LOT of resentment and tribalism, for some perfectly understandable reasons.

    And both of these groups stand to lose something important if they go their separate ways. The "consumer" culture loses its creative pioneers and its most skilled GMs - only social bonds or the lure of the Cult of the Good GM will keep them tied to it over the long term. The "creative" culture loses the social networking advantages of moving through the vastly larger "consumer" sphere trawling for players who want something different - it becomes necessary for this much smaller and more diverse community to build its own parallel institutions. I think you can already see the beginning of this split - "consumers" migrating to MMO-land, where content is largely not their responsibility and they can focus on the social and celebratory aspects of play, and "creatives" shifting to new social footprints favoring pick-up play and a LOT of online play.
  4.  # 6
    I think armchair players, those with great libraries but who haven't played for quite some time, also turn to Indie/Story-game games, and their design.
    •  
      CommentAuthorBrand_Robins
    • CommentTimeFeb 15th 2007 edited
     # 7
    Guy,

    Yep. In all groups there are significant numbers who are less interested (or capable) of either actually reinforcing and celebrating or actually creating and imagining (or whatever we use to classify) -- than there are those interested (or capable) of thinking/dreaming about doing either.
    • CommentAuthorJDCorley
    • CommentTimeFeb 15th 2007
     # 8
    I don't see that you're taking into account that Ryan Dancey is wrong about everything, but other than that observation I don't see that much which is objectionable, or, indeed, new. Yeah, creating is a different activity than celebrating. We knew that a long time ago, that's why all those years of 'the GM is special!' came about, right?
    • CommentAuthorTonyLB
    • CommentTimeFeb 15th 2007
     # 9
    Wellll ....

    I think you're correct as far as you've gone. The RPG population as it existed (say) five years ago ... and to a large extent as it exists today ... is divided as you describe. There is very little representation in groups that both (a) don't want to GM or otherwise get intensely into the guts of the game and (b) want something more than WoW presents.

    But isn't that, too, an artifact of history? If you make an RPG that makes it easy to be creative, then you serve the population of people who want to be creative, but aren't willing to work hard at it. That's a population that won't want to GM, but also won't be satisfied with WoW. Yes?

    That's a population that has been very, very poorly served by RPGs historically. But it's also a population that is being better and better served (by design) by new games both Indie and otherwise.
    • CommentAuthorPaul Czege
    • CommentTimeFeb 15th 2007
     # 10
    Hey Matt,

    My own personally significant take-away from the Dancey interview was the realization that the frustrations of indie publishers at the traditional hobby games publishers are as mis-applied as the frustrations of traditional hobby games industry notables at indie publishers. We aren't the market disruption that's hurting them, and they and their customers aren't a stony ignorance that thwarts us. The community of gamers has fragmented under the "good enough" distractions of video games and other entertainments. We are designing for the "challenge and create" community that's left incompletely satisfied by these other entertainments. And because, as Dancey says, the partake and reinforce gamers have always been the decider of what games get played, nothing we design warrants the approbation of the traditional hobby games publisher, because nothing we design can bring partake and reinforce gamers back from their other entertainments. So the traditional hobby games publishers are left to their fight for the attention of the shrinking partake and reinforce community. And our adherents can only get a game to happen with non-gamers or others also in the smaller challenge and create community.

    Paul
  5.  # 11
    Heya,

    I can see already see us developing similar and parrallel support systems. Just look at what we have created in the last 2-3 years:

    Go Play
    Indie-Games Explosion
    Games on Demand
    Camp Nerdly
    Forge Midwest Gathering
    Story Games
    GameCraft
    The Blog Diaspora
    Indie Press Revolution
    The Ronnys
    RPG Talk
    Planet Story-Games
    Have Games, Will Travel
    The Durham 3

    Those are just the things I can think up off the top of my head. And I hope that trend continues. I'd love to see even more of these support structures pop up and sustain our goals as independant publishers.

    Peace,

    -Troy
    • CommentAuthorMatt Snyder
    • CommentTimeFeb 15th 2007 edited
     # 12
    Paul! My god! I can't believe I forgot the world we stumbled on together -- PARTAKE.

    I knew I was forgetting something. That word really nailed it for me. I was hoping you'd chime in, because the more I wrote this long post, the less I was confident I remembered our talk accurately.

    Otherwise, yes, full agreement with you, if I can ride on your coat-tails about we indies misapplying frustration. I'm guilty of that on many occasions, certainly.
  6.  # 13
    But isn't that, too, an artifact of history? If you make an RPG that makes it easy to be creative, then you serve the population of people who want to be creative, but aren't willing to work hard at it. That's a population that won't want to GM, but also won't be satisfied with WoW. Yes?


    Sure, makes sense to me. But, while it makes sense, I don't recognize concretely who or what kinds of things you're referencing. Maybe that's an experiential thing I don't share? Or maybe I'm missing something simpler and more obvious than I think? I dunno. Maybe you or others have examples?
  7.  # 14
    Posted By: JDCorleyI don't see that you're taking into account that Ryan Dancey is wrong about everything, but other than that observation I don't see that much which is objectionable, or, indeed, new. Yeah, creating is a different activity than celebrating. We knew that a long time ago, that's why all those years of 'the GM is special!' came about, right?


    Sure. I don't find much of this new stuff, either. It did help me collect some thoughts to talk about, though. Besides the specific insights Ryan shared about those life stages in adolescence and college, the consequences of what he talked about, well, he's been talking about that stuff online in different channels for years. And, he's the first to admit he his information is sort of frozen in time in 2001 or so.
  8.  # 15
    I certainly fit the GM, create/challenge, 26-30 profile.

    May I point out that the groups are not necessarily exclusive of one another with regards to membership. There are plenty of times when my needs are served by playing GuildWars. Then there are other times when I'm looking for something else that can only come about through creative collaboration among fellow players in a non-visual environment (face-to-face or typed). Just like we can enjoy different agendas at different times, we can also move between these different groups depending on our moods.

    I'd like to throw out there that there are other venues through which people can be brought into the hobby these days as well, such as chat-based environments where people start out roleplaying without ever having played a tabletop game. There are huge groups of people who play that way, some of which would definitely be served well by a story game that helps them structure their interactions.
    • CommentAuthorBlue
    • CommentTimeFeb 15th 2007
     # 16
    Matt,

    I have not had time to read your full post in detail, but I must respond immediately to Ryan Dancey's research. I did a critical review of his research technical and findings several years back and both are extremely suspect. My skim of your thoughts and the responses leads me to think that this won't be a problem, but I urge you to be cautious in reading too deeply into his data-based insights.
    • CommentAuthorTonyLB
    • CommentTimeFeb 15th 2007 edited
     # 17
    Posted By: Matt_SnyderSure, makes sense to me. But, while it makes sense, I don't recognize concretely who or what kinds of things you're referencing. Maybe that's an experiential thing I don't share? Or maybe I'm missing something simpler and more obvious than I think? I dunno. Maybe you or others have examples?
    I'm aiming to make a game that can be played in an evening by people who have never RPGed before, get them creating with light commitment and minimal knowledge, then be done.

    If I can get that working like I want to then I'll be able to point you at the type of supported person I'm thinking of. As it is, I can only sort of point to groups of friends I've played (for instance) Under the Bed with. They enjoyed playing it, and it was a pretty light thing for them, but I don't think that they'd get any of the fun they got from that out of playing WoW.
  9.  # 18
    Christian, that's an excellent point. It's really difficult to talk about, precisely for the reason you cite. I mean, let's say we profile Jason Morningstar as a story games exemplar ... and then find out the guy would play Memoir '44 with me until the sun goes out (and, really, that sounds fucking awesome to me!). The similar kinds of examples are probably endless. Last I knew, my man Keith Senkowski played WoW every week, so does John Harper. They are hardly antagonistic to story/indie games. So, we talk about big groups as though they have non-fluid characteristics, and fit like pegs in holes. And, they don't.

    Other venues ... YES. And, my wish would be that people do a better job of making that happen, both as publishers tapping a market and as people finding new pals.
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 19
    Matt, I tried to listen to that podcast and I just couldn't keep going. My attention kept wandering because Ryan Dancey kept talking about this thing that was so profoundly not what I'm interested in. Which more or less reinforces your point. (Amusingly, I gave up about 2/3rd of the way through and played some World of Warcraft.)

    The thing that amuses me is that folks like Ryan Dancey and Chris Pramas and Insert-Industry-Dude-Here are almost all themselves of the challenge-and-create group. They themselves want to create and to challenge what has gone before (their challenges usually take the form of different gameworld content, not rules systems). And they want to sell the products of their challenge-and-create process to the people who want to partake-and-reinforce.

    The thing that gets me, and the little pinprick that gets me annoyed at these guys on occasion, is the blithe assumption that that's the way it is and the way it should be -- that the masses are supposed to want their creativity, and they are supposed to supply the masses. The undercurrent is that the artists deserve an audience, and the audience depends on the artists. The thing of it is, the audience depends on artists, sure -- but not necessarily any specific artists. And no artist deserves an audience, no matter how "good" or "important" or "whatever" their work is. Working off of the expectation of an audience is what kills media and genres; it's what nearly killed comics, and it's what is killing "traditional" RPGs today.

    The audience is moving to World of Warcraft, not because WoW is better or more important or even better put together -- it's moving to WoW because MMOs are more accessible. The "Industry Guys" increasingly remind me of vaudevillians bemoaning motion pictures -- even as their colleagues jump the fence to do the same sort of content-creation work in the new medium, they sit there and complain that they're losing their audience. I mean, their cheese has moved. And instead of the perfectly reasonable response of moving themselves to where the cheese is, they wonder how to move the cheese back to where they are. It's things like this that highlight exactly how non-professional RPG publishing is. Publishing is adapt or die, and RPG publishers steadfastly choose the latter out of misplaced loyalty and irrational resistence to change.

    As for us, the story-gamers and the indie designers and whatever other label you want to apply to us... seriously, we just happen to be in the place that the cheese got moved to. Or perhaps more accurately, where some crumbs of cheese tumbled over to. And I think we're starting to see, with the increasing bloat of indie titles, our sliver-like market shares dwindling. I would not at all be surprised if indie games reached saturation in the next year or two, because instead of content, we publish tools. Content has a very short shelf life; tools have a very long shelf life. Eventually, we're going to get to the point where there are already enough tools available and there will not be much interest in new tools. I've already got Sorcerer, Primetime Adventures, Capes, Dogs, and Agon. Why do I need Bliss Stage? New products need to not only offer innovative new utility, but they need to offer enough utility at a low enough level of accessibility... and let me tell you, the game I already have in my hand is a lot more accessible than the game I don't own.

    ...hey look, I can throw around doom and gloom just like Ryan Dancey!

    Seriously, though, if our market is the folks who are interested in creating and challenging, and doing so on paper with other people around a table, in regularly scheduled blocks of time set aside for that purpose... blogs, YouTube, and MySpace garage bands are our WoW. Let POD publishing mature for another few years and DIY novel-writing (NaNoWriMo's grandkids) will be another big contender. So the question is: are you going to get up and follow our cheese when it moves?
  10.  # 20
    Posted By: BlueMatt,

    I have not had time to read your full post in detail, but I must respond immediately to Ryan Dancey's research. I did a critical review of his research technical and findings several years back and both are extremely suspect. My skim of your thoughts and the responses leads me to think that this won't be a problem, but I urge you to be cautious in reading too deeply into his data-based insights.


    Awesome! I have my own reservations about the research. I find certain aspects of the results awfully questionable. I'm no statistician. I am a marketer, professionally. Something in my gut says pieces of it ain't right. So, I'd love to hear whether you think things I'm talking about here are way off base as a result of that. I try to be conservative in my observations for that reason. But, I do indeed make speculations. I'm not claiming otherwise.

    Tony: That post explained it for me. Excellent! I'm aiming at a similar design right now myself (my game 44). I think there are several of us out there working on the one-nighter, likely. It makes good design sense, as far as I'm concerned.
    • CommentAuthorJ. Walton
    • CommentTimeFeb 15th 2007
     # 21
    I don't have much to add except "amen, Matt" and "this is really important."

    The life or death or overall health of the mass-market RPG industry doesn't really affect grassroots roleplaying much. We have the tools to survive without it and, really, we always did. The internet and POD just made it a lot easier.

    One thing I think we'll see more of, though, is that, as the mass-market begins to shrink, it's possible that a few mid-tier mass-market publishers or game lines will get relaunched as what are effectively indie games, as their creators look into self-publishing. I think the future of Nobilis already seems to be headed in this direction, since both Hogshead and GoO went under and Nobilis was never a great fit for the mass market to begin with. It's possible that more freelancers will pull a John Wick or Chad Underkoffler and choose to self-publish instead of freelance in a market with diminishing returns. So there may be a significant future in folks leaping across the Great Divide, so to speak. And the question for us is whether we're prepared to welcome them. Certainly we've done a better job with some folks than others.
    •  
      CommentAuthorBrand_Robins
    • CommentTimeFeb 15th 2007 edited
     # 22
    Josh,

    The funny thing about that Dancey interview that you didn't listen to is that he said that. Specifically, he said it about TSR. They didn't publish what people wanted, they published what they thought people should want. And it killed them.

    Matt,

    I've had reservations about the MR that Dancey points to as well. In addition to everything Blue is certainly going to say, I'd add that it was done specifically focused on D&D, and that at this point it is years and years old. Really, it was done in 99 right? Like before 3.0, 3.5, WoW, the Forge Booth, the d20 glut, and everything else. Which makes me wonder if even were it accurate when made, how much it is still valid and how much is valid to us out here in the long tail.

    My other contribution will be thus: I think there is more overlap between the groups then we're talking about ATM. I know that many folks I play with, have corresponded with, and talk to online do some degree of both. There certainly are data points at clustered at the extreme, but that doesn't mean there isn't a middle connecting them. Plus, one of the reason I like Indie games is a lot of them let me create and participate in more equal measure -- everyone gets to be more GMful and more playerish either at once or in cycles, rather than anyone being stuck in one position all the time.
    • CommentAuthorJ. Walton
    • CommentTimeFeb 15th 2007
     # 23
    JBR, I think your Doom And Gloom is only true if indie game designers prove as conservative as mass-market roleplaying publishers in adapting to a new market and/or new areas of creative opportunity. I have a large amount of faith that many indie RPG designers are ready to make the jump to whatever comes next for us. Some people may not ever be ready and some people may talk longer than others to move on from this current stage of indie game publishing, since they have strong roots here. I don't think that's any surprise or anything wrong with it. After all, this stage is sturdy, well-mapped out, and will be successful and profitable for many years to come yet. But some folks already have their eyes out for what's next and that's important too. There will be risks in exploring and trying to build new markets in new areas, but that's what makes it exciting. So, yeah. Gloom if you want. I'm not worried at all. Bring on the future.
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 24
    I think we're in agreement, Jonathan, in most of it. The only catch, for me, is that indie games have historically been something of a parasite on a market that was marshalled together by somebody else. Seriously: we steal players (and customers) from mainstream gaming. Sure, sometimes we get new players and such, but the majority are people who have played D&D, GURPS, or CoC before. If indie games go the "building new markets" route, that's not just writing a new kind of game -- that's writing a new kind of game, perhaps publishing it in a new way, certainly distributing it in a new way, and promoting it in a completely different way. IPR and the Forge Booth are great, but they are baby steps compared to what would need to be done to "build a new market." That's all totally foreign territory -- and I doubt it's something that can be done as anything less than a full-time job fueled by capital investment.

    So, really: "build a new market" -- sounds fun, and I'm all for it, but it's a very, very big thing.
    • CommentAuthorMatt Snyder
    • CommentTimeFeb 15th 2007 edited
     # 25
    Brand, again on the market research, which is totally cool.

    Even if it were acurrate, it is indeed OLD. Ancient.

    Consider: This is research that was conducted at least 8 years ago. This is for a hobby that has existed for approximately 31 years. You do the math. That's more than ONE-QUARTER OF THE ENTIRE LIFE OF THE HOBBY.

    This would be like using medical data for newborns using reasearch conducted on Baby Boomers.

    Joshua: Agreed. New market would be ... no IS (because we're trying and failing, frankly) a ridiculous challenge that I frankly doubt our indie model will ever successfully surmount. It'll take "big" money (which isn't really big) to tackle that, I suspect. That, or an absurdly long period of long-tail marketing.
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 26
    I'm trying to think of a parallel example of some relatively large-scale, self-perpetuating leisure activity that is highly creative and collaborative. Something where the participants are creative and yet do not have or require an outside audience to show off their creativity...and I'm coming up totally empty.

    Dancing?
    •  
      CommentAuthorjohnzo
    • CommentTimeFeb 15th 2007
     # 27
    Joshua: playing in a garage band?

    (where I come from, garage bands are bands that have no intention of ever gigging, but I think the term might have other meanings.)
  11.  # 28
    Some internet activities come to mind. I know of RPG-related activities, e.g. creating character pages ("chambers"). People can do it on their own, they can do it together, and they can share and admire each other's work.
  12.  # 29
    Poetry slams, writers' workshops at Borders / Barnes & Nobles. Maybe not HUGE numbers, but vaguely similar.

    Also, knitting groups, quilting groups, scrapbooking groups.
    •  
      CommentAuthorjenskot
    • CommentTimeFeb 15th 2007
     # 30
    When I was putting together my gaming group's census data (out of 47 people), I noticed a few things. Check out:

    - EXPERIENCE (years): [5] 1, [3] 2-5, [12] 5-10, [22] 10-20, [5] 20+
    - GAME MASTER: [23] Often, [6] Sometimes, [18] Never
    - MMORPGS: [6] Often, [9] Sometimes, [32] Never

    24 out of 29 who have Game Mastered above, also play indie games.
    13 out of 18 who have never GMed above, never play indie games.
    The 5 above who have never GM but do play indie games, are also new players (playing 1 year or less).
    12 out of 15 who play MMORPGS, have never GMed.

    I haven't polled this but I believe a huge portion of those who do GM also:
    - tend to work, participate, or have interest in some sort of creative field (writing, acting, drawing).
    - when not GMing, tend to play characters that have special powers that they can be creative with, such as magic users.

    This all loosely reminds me of what Robin Laws wrote here:
    DUNGEONS AND OTHER UNSTRUCTURED ADVENTURES
    Despite the inroads narrative-oriented games like Call of Cthulhu and Vampire have made over the years, most gamers still cut their teeth on plot-free adventures of exploration, action, and looting. The ultimate expression of this adventure type is the dungeon. Dungeons are great for starting GMs, because they don’t have to worry about plot at all. The plot consists of the arbitrary order in which the PCs decide to knock down doors and beat up the monsters behind them.

    Although storyteller types find them utterly unsatisfying, your particular group may like them just fine. One of the big advantages of the unstructured adventure is that it’s dead easy to create. Each area is a discrete and separate unit. You can add a new room to your dungeon complex at any time. You don’t need to weave a complicated plot or worry about dispensing clues at the right rate. You don’t have to play a bunch of different NPCs, keeping their motivations and funny voices straight. Your main concern lies in game balance, in making sure that the adversaries the PCs find behind the doors they bash down are neither too easy or too hard to vanquish, and that they treasures they guard are properly keyed to the characters’ current power level. Any rules set that supports this style of play makes these decisions easy for you.

    If you and your players like the dungeon-crawling style of play, let no one convince you that there’s anything wrong with it. It is probably still true that the majority of roleplayers active today prefer unstructured, exploratory adventures. Most roleplayers still play Dungeons and Dragons, and use the dungeon style of play it best supports.

    This style is popular because it’s easy to run, and because it perfectly suits butt-kickers, power gamers, most specialists and casual types, and appeals reasonably well to tacticians. However, when storytellers and method actors first encounter plot and characterization, they experience an epiphany and drift off in search of games that better serve them.

    A drawback of the unstructured style is that GMs get tired of running it sooner than players tire of playing it. Because the hundredth dungeon encounter you design is more or less like the tenth, the adventure creation process gets monotonous after a while. The ease of the dungeon style turns out to be a mixed blessing, too; many come to find it insufficiently challenging. GMs are disproportionately likely to be storytellers themselves, and want to introduce intricate plots, play weird NPCs, and show off their lovingly detailed worlds.
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007 edited
     # 31
    (Not trying to be contentious, here...)

    Garage Bands with no intention of ever playing for an audience is sort of what I'm looking for, but... do people really do that? Or is it more "this is practice for later when I do play for audiences, maybe not in this band"?

    Internet activities are... recent. ;) I didn't stipulate it in my last post, but I'm looking for something that spanned a generation or two. Although it's an interesting question if the internet is an integral part of what we do. Could we have story games without the internet? Could we continue story gaming without the internet?

    Poetry slams have audiences, though, right? Or is what you're getting at, Matt, that the people in the audience are next in line to perform?

    Writing workshops have the eventual goal of writing for an audience, in my experience. They're "practice."

    Knitting/quilting/scrapbooking produces an artifact to be used and/or appreciated later. Which poses and interesting design challenge, right there.

    What about the Society for Creative Anachronism? Or Burning Man?

    (And Matt, if I'm diverging, tell me and I'll split off.)
    • CommentAuthorJudd
    • CommentTimeFeb 15th 2007 edited
     # 32
    Joshua - I think gaming does have an audience; it just happens to be the players but as AP becomes more and more recorded, even that will change.
  13.  # 33
    Posted By: Joshua BishopRobyI'm trying to think of a parallel example of some relatively large-scale, self-perpetuating leisure activity that is highly creative and collaborative. Something where the participants are creative and yet do not have or require an outside audience to show off their creativity...and I'm coming up totally empty.


    Homosexuality
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 34
    Oh yeah, players=audience I'm all on-board with. I'm just looking for some other thing where that equation held true for more than a generation (ie one round of guys doing it).

    AP reports and games intentionally producing transcripts/products is an interesting path to traipse down. Curious.
    • CommentAuthorMark W
    • CommentTimeFeb 15th 2007
     # 35
    JBR, I think the vast majority of crafting hobbies are not really audience-oriented, and produce artifacts that have only notional utility. The process is the point for most of the crafters I have known. Likewise, folk music sings have no audience other than the participants and no product. Really, an awful lot of hobby activities seem to me to fall into that "creative, but not product-oriented" zone.
    •  
      CommentAuthorjohnzo
    • CommentTimeFeb 15th 2007 edited
     # 36
    Posted By: Joshua BishopRobyWhat about the Society for Creative Anachronism?


    Josh, the SCA is a many-splendored thing. For most SCA fighting play, there is no non-SCA audience, although public fighting demos are a well-established recruiting practice. This slice of the SCA is very much "a relatively large-scale, self-perpetuating leisure activity that is highly creative and collaborative."

    edit: and it's into at least its second generation now.

    There are lots of other bits in the SCA that are more like knitting or quilting groups. There's tons and tons of crafty stuff going on in the Society.
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 37
    I don't want to diverge Matt's very cool discussion about the Great Divide any further, so I've split Players=Audience over into its own thread.
    • CommentAuthorBlue
    • CommentTimeFeb 15th 2007
     # 38
    Matt,

    It's been about seven years since the original survey, so I had a hard time tracking down my original document. The link below reproduces it in total.

    Needless to say, Ryan Dancey did not much appreciate my critique. And here, nearly a decade later, I am wishing I had spent more time editting.
    That said, reviewing the text, I still find the concerns valid. In my current role, a good 25-50% of my time dedicated to survey research and my current perspective doesn't change my opinion.

    http://groups.google.com/group/rec.games.frp.moderated/msg/cf3a3df9886c0840?

    Now that I am home and the kids are off to bed, I will read the thread in more detail and comment more in a sepearate entry.
    • CommentAuthorBlue
    • CommentTimeFeb 15th 2007
     # 39
    Posted By: Matt_SnyderWhat that means to story gamers
    1) .... This gap explains much, from my perspective. The vast majority of gamers either do not realize story games exist, or they actively want nothing to do with them.


    From anecdotal evidence from today: http://community.livejournal.com/roleplayers/1112659.html I would say that this is true to a certain extent.

    It leads me to re-label the "game master" group. It represents very well the split I observed in Point #1 above. I have referred to this in the past as The Great Divide.

    On one side, we have "traditional gamers." By and large, they want to celebrate and observe things they enjoy. The want less tocreateandimagineand more topartakeandreinforce. By definition, they're not interested in imagination (Dancey refers to this very specifically.)

    On the other side, we have what I'll call the creators. Most started out in traditional RPG circles. Most remain there. Some are frustrated. Some have moved "over here" to story games (the hobby, not necessarily the forum) and indie games.


    This resonates with me very strongly. As to your suggested times for "Indie Swells" (my term).
    I suspect this represents a shift, in part, from when Mr. Dancey did his original research. 2000, while certainly not in the dark ages of the internet, was a long time ago in terms of independent publishing the way (at least) I think of it today. I recall discussion about PDF- and POD- publishing, but the reality was (for example) Nobilis (originally published by Pharos Press in 1999) didn't take off until Hogshead gave it a more professional release in 2002. Hogshead was even then far from a big publisher, but if you see the two editions, you see a real difference between POD then, professional publishing then, and POD now.


    The bummer of the Great Divide

    The real down side to this split is that we have two tangetially interacting groups. When one side observes the other doing something they don't like, the result is a culture clash that often takes the form of internet pissing matches. Watch Chris Pramas get really angry and dismissive of Ron Edwards. Watch people criticize RPGnet as a sewer. And so on. The Great Divide is indeed a divisive. This is unnecessary. It appears to also be unavoidable.


    I would argue that this divise impact is at least in part due to modern (American) culture. We are a country currently looking for "the other guys" to be wrong to demonstrate that "we" are right. It is unfortunate and I find it disappointing, but from my perspective it appears to be our current reality. Would "Traditional gamers" and "Creators" clash without that influence? Probably, but the culture certainly doesn't help in my opinion.


    Finally, and this is my opinion and one I've held for some time now. I believe I generated it about the same time this research came out the first time. Role-Playing is a hobby industry. In other hobby industries, there tend to be two types of businesses that make money - the mass producers and the custom-designers. Take for example, surfing or skateboarding (both which I know little about, so bear with me). Certainly, if I want to enter the hobby of surfing or skateboarding, I can go to a local store and buy a mass-produced board. My board will be essentially the same as every other board produced in that lot. Now, suppose I stick with the hobby. I could stick with that board or get another just like it, but sooner-or-later, I'm going to discover that someone in town makes custom boards. At that point, I have a decision to make. I can stick with my old-tried-and-true board, or I can go out on a limb and invest in a custom board.

    I see the WotC's and the White Wolf's as the mass-producers of the gaming biz. D&D and Storyteller both started in little shops "on the beach", but they've long since moved to a "factory". Both provide perfectly servicable products - I have and expect to continue to get many years of enjoyment out of their products. But I've evolved in my gaming hobby to a place where I want more. I want to create my own games and barring not having the focusable time to do that, I want to explore custom games. I see the creators and communities like this one and Forge as my local custom surf shop.

    Can the two types of businesses co-exist? Certainly. Will the big guys always throw their weight around in an effort to absorb or destroy the little guys? That's been true, as far as I can tell, for as long as there have been competitors in anything resembling a free-market economy.


    Finally, I REALLY love the idea of doing market research around gaming purchases - as long as it is done right. I think there is a lot of interesting data to be gleaned, and I would love to compare today's environment to 2000. Unfortunately, unless one of you runs a professional survey research firm on the side, we are probably not in a position to do such research any time soon.


    Blue
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 15th 2007
     # 40
    I'm going to start randomly calling numbers and asking if they play story games.
    • CommentAuthortalysman
    • CommentTimeFeb 15th 2007
     # 41

    Be sure to ask for the youngest adult male in the household first, then the youngest female if no male is available.

    •  
      CommentAuthorMo
    • CommentTimeFeb 15th 2007
     # 42
    I turned to Indie games in my 30's, and not due to any dearth of opportunity to play. It had to do with me wanting to give Brand a chance to play games he was interested in, and to equitably support his games the way he supported mine.

    I did settle down with an SO, and this resulted in more and longer games than I'd been playing before. It did however make for smaller, more focus game groups in general as my appetite for 5+ player games diminished.

    I did however turn away some of the behavior of previous groups. My game tastes matured earlier (probably because I'm a slight bit older) than some folks I was playing with, and this did demand several changes in the kinds of games I play, who I play them with and how I approach them.

    I do think we're overstating the divide between trad and indie games as demographics. I mean, when I look over on the Your Gaming Census thread, I see a whole lot of games of both stripes represented, and only three people who report playing exclusively indie games.

    I do think John has a big point around GMing and hippy games as a possible pointer. Even though Brand had been trying to get me to engage in hippy games for about a year before I did, it was only when I started pointing my efforts towards GMing that I started to really plug in, and it wasn't playing the games that made me focus on them, but thinking about the possibility of running them. Even when I started GMing, I went to a trad game first, and it was after that experience that hippy games became more appealing. Also, their indie-ness rather than their nar-ness or their forge-ness or their hippy-ness that got me more interested, because their indie-ness made me think about how different approaches to design could support different playstyles. It was only after that that I really got into things and learned that I had a love on for Dogs and for keys in TSOY, and for a handful of other things out there.

    I personally think that hippy games (not all, but by and large) are daunting to the people out there that don't GM. They break down trad GM constructs to re-distribute power and responsibility to the whole group. This in itself is a terrific thing, but it doesn't provide, by and large, any real training or support for those folks who never had those skills in the first place. What's more, in doing so, it can muck around with redistribution of power without regard for the playstyles that have been working for a lot of non-GM's for a long time.

    Oh, and JBR: You have hurt my heart very badly. You made a cheese reference. I didn't know your soul was dead. I'll be sure to send flowers to Laura. Poor thing, she.
  14.  # 43
    I apologize if this is tangental, but I feel a need to respond to the dire picture some posters are painting of the future of story gaming and the gaming industry in general.

    Call me an optimist, but I think the audience for story games can only grow larger as time passes. Here in the US, we have a growing demographic of elderly retirees. As the population ages, this demographic grows larger and larger. The same mechanic applies to the gaming population. Even if the majority of maturing gamers turn to MMOs for a quick fix or simply turn off, I suspect there will always be a percentage that want to hang in there and look for something new. If the story gaming community continues to evangelize for itself, that percentage will find it.

    At worst, that means the hobby is probably self-sustaining. However, the key factor to growth here is user retention. I can really only speak for myself on this point, but I suspect most of you feel the same way. To me, gaming and telling stories is not merely a diversion, it is a lifestyle. I love games, and cannot foresee getting bored or giving up on this hobby. Ever. If this mindset is as prevalent amongst story gamers as I suspect it is, the audience for this type of game will continue to grow.

    Joshua:

    In regards to story gaming being a "parasite" of mainstream gaming, it is true -- story gaming has drawn and will continue to draw its audience from the traditional player base. Like parasites in nature, the story gaming community has a symbiotic relationship with its mainstream host. In my opinion, that is a plus, not a minus. If one can expect a small but steady stream of bored, creative gamers to trickle into the indie community, then the community has a guaranteed source of new blood.
    •  
      CommentAuthorbuzz
    • CommentTimeFeb 16th 2007
     # 44
    Posted By: RoninZombieCall me an optimist, but I think the audience for story games can only grow larger as time passes.

    I foresee something akin to what David said about skateboards. The mid-tier, RPG-only company is going to die (hence Chris Pramas' general angst). We'll then have the WotCs and WWs making the big, shiny stuff you can find at Barnes & Noble at one end, and the Rons and Lukes doing the DIY thing at the other. And I think this is going to really good for everyone who enjoys RPGs.

    The remaining issue is that the Green Ronins and Hero Games of the world need to figure out at which end they want to take up residence.
  15.  # 45
    IPR is the new medium-sized operation.

    IPR is not going to die.

    There's room for more IPRs.
    • CommentAuthorDoug Ruff
    • CommentTimeFeb 17th 2007
     # 46
    Generally, I’m sitting here and nodding my head to what Matt and many others are saying, except for one thing. Gamers, even gamer-partakers are creative and imaginiative. They create their characters, and some of them go into a great detail over backstory and exposition. They regularly come up with imaginative solutions to problems in-game. And they enjoy both of these activities, in tabletop and MMO play. Failing to recognise these traits is missing the market. I think Tony nailed some of this right at the beginning of the thread.

    Even so, most players do not enjoy being the GM, because GMing requires a much broader skillset. For example, active listening, resolving disagreements between players, world creation, incorporating other people’s input and building upon it. I think this is exactly why story-gaming appeals more to GMs than non-GMs, it also hits those skills full-on. For non-GMs, it’s hard work.

    There are also people who would be attracted to the worldbuilding and creative riffing that story games encourage, if it wasn’t for all those rules and dice. Many of these end up in LARP or IRC freeform gaming because the rules get in the way less.

    So yes, there is a divide – but it may not be the divide that Dancey (and many of us) think it is.

    Other things to consider: a lot of GM skills could be considered to be management skills (as in skills that a good manager of other people should have). I don’t think it’s a coincidence that corporate “role-plays” are still popular (with the companies at least. Maybe not so much with the staff, who are unlikely to be attending the role-play of their own free will.)

    Also, young children also exhibit a lot of these skills, and (I believe) are often far better negotiators and team workers than adolescents.

    Finally, I think that the “evolution” from traditional gaming to story gaming is similar to the evolution of traditional classroom teaching (I talk, you listen and reply) into trainee-led workshops (I facilitate, you talk).

    So, what does this mean for the (real or perceived) story gaming market? Firstly, there are some design considerations, many of which we are familiar with. If you want to reach out into the wider market, it is generally a good idea to make sure that your games:

    1) Have rules that are easy to learn and drop into the background during play.
    2) Provide active support for creative expression and interaction between players.
    3) Have an interesting setting or premise that people will want to add their own fiction to.

    Secondly, marketing. If you ever want story gaming to hit the big time, you have to get away from the adolescent audience (who are more interested in self-expression) and towards the child and adult audiences (who are more interested in group expression.) This is of course a massive generalisation and please forgive me for it, especially if you are of a certain age!
  16.  # 47
    Posted By: Doug Ruff. Gamers, even gamer-partakersarecreative and imaginiative.


    I think Dancey was right.

    I think there really-is a consume/partake group who don't particularly enjoy creating.

    Partake = consume. As in 'consumer product' or 'consume a meal'.

    Sure, just about everyone will muster some ingenuity, if necessity dictates that the only way they can eat is to use their imagination and create a meal.

    But that doesn't mean everyone enjoys cooking, given a choice to pay to be fed instead.

    WotC's data told them that consumers are their most lucrative customers, not cooks. So they focussed on being a restaurant, not a grocery store.


    Dancey described a great mass of adolescents and college students with limited access to cars and cash.
    So, to 'go places' they try rpgs. Out of necessity, at first. Some of those players quit the surrogate activity of rpgs as soon as they get cars and cash.
    Others find that rpgs have ongoing appeal, and keep playing.

    Why is that? Is it because they discover something great and worthwhile in rpgs?

    Or, sadly, is it because those players continue to lead lives which lack in Real World satisfaction; and so Imaginary, Surrogate satisfaction remains the best they can obtain? Is that the true core of the rpg hobby?


    That last point would apply no less to the Create/Imagine/GM group...

    I agree that there's a segment who do actually Enjoy "imagining" and "GMing". However, the word 'create' only belongs in there if you definite it narrowly to mean Create Imaginary Things. (Like stories and kingdoms and fictional characters).

    I'm saying that it's a mistake to think that the GM-class are flat-out more 'creative' and everybody-else is a partake/consume dullard.

    I'm saying that some of the biggest Creator people are those who prefer to create Real World things, instead of Imaginary Things. People who choose to hotrod a real car, instead of stat-out an imaginary one. Those people probably only play rpgs out of necessity, during their carless cashless years.
  17.  # 48
    We're all colored by our experiences, so here's why I don't buy the doom and gloom.

    In the Eighties I started going to Hardcore/Punk shows. In the pit I could get elbowed by all types of folks; A goth kid with mascara and a leather skirt, a kid with spike bracelets and a Mohawk, a kid with a chainmail shirt and a jean jacket with the sleeves ripped off and a Metallica patch on the back, a kid with a black leather jacket and a hand painted Ministry album cover on the back, a Skin, a Suicidal, a pre-Riot Grrrrl, a regular looking kid, blah blah blah. All types of people. Kids liked what we built, and as more entered the "scene" eventually disparate groups branched off and built their own thing. Even Hardcore got somewhat separated from Punk Rock. Today Hardcore and Punk Rock do not display this diversity. They are stratified and established. Evolution comes slow now, but their size hasn't changed. It goes through cycles, but overall it's stable. However, there are so many more options for the weird kids, outside of Hardcore, than there were then.

    To me it seems the same with RPG's. There are so many more people who enjoy controlling their protagonist, having some control over their imaginary life. MMORPG's, to a lesser extent video games in general, traditional games, LARP, Story Games, and whatever comes next. Think about MMO's and LARP's. There are whole groups of people involved in those mediums who would have never played a traditional game, because they would have lost tragic points or gained geek points.

    So if Clyde's theory of Punk Rock Gaming is true, the Traditional games aren't going anywhere, as long as they evolve slowly, and they are. D+D 3E is evolution, rumors of 4E being announced at Gen Con, White Wolf is evolving. Mid tier game companies have always come and later folded. I think we may see a stable market for Traditional Games, but I don't think they're going away. Companies are unlikely to appreciate stability, and I think that's their major threat to themselves.

    I'd also like to mention that if the majority of people are not creative or imaginative, then it would be really hard to deprotagonize them, since they have no creative vision to hold on to. If players are just consumers they'd be more likely to take what they're given, and this just doesn't seem to hold water to me. I think some folks are mistaking narrative and plot control for creativity. I think creativity is a bit larger than that.
    • CommentAuthortalysman
    • CommentTimeFeb 17th 2007
     # 49

    The point to remember, here, is that Dancey never said players weren't imaginative. He said the majority of players didn't care about imagination. That's not why they play the game. If they do something creative during the game, they're fine with that, as long as: they don't feel pressured, they don't feel like they've put in more effort than it's worth, and they get what they really want (to partake.)

    Given that, we shouldn't be in denial about this significant majority of gamers, nor should we be dismissive. Instead, consider this: can you design a game that allows creativity for those who so desire, but which supports the vast majority of gamers?

    • CommentAuthorLarry
    • CommentTimeFeb 17th 2007
     # 50
    Hey, uh, Curly?
    Posted By: Call Me CurlyWhy is that? Is it because they discover something great and worthwhile in rpgs?

    Or, sadly, is it because those players continue to lead lives which lack in Real World satisfaction; and so Imaginary, Surrogate satisfaction remains the best they can obtain? Is that the true core of the rpg hobby?


    While I'm not above prodding the lumpen to re-evaluate their lives, either... that statement would probably have been more useful if you had tied it in with the rest of your argument about consume/create groups.


    I fully expect that this whole "issue" (and maybe I'm not understanding it correctly) ultimately boils down to deeper values about "consumer-driven" vs. "creator-driven" culture in general, and I really don't know what's gonna change anyone's attitudes about that. Watching people argue about it like it's some peculiarity that occurs only in table-top gaming is sorta twisted.
  18.  # 51
    Posted By: Larry Watching people argue about [ "consumer-driven" vs. "creator-driven" culture] like it's some peculiarity that occurs only in table-top gaming is sorta twisted.


    Nobody suggested that the Passively Partaking Consumers (aka those not-especially-into-imagining) only occur in tabletop gaming. Or that the hobby has more-such members than the general population.

    The consumer/creator division was simply acknowledged to exist; and a correlation was noted; as-to which group drove most rpg sales. (The Consumers).


    However, I did suggest that the other segment-- people who particularly-do enjoy imagining-- may exemplify the core of the hobby.
    In that their passion for imagining may be due to lack of means to create in the Real World. Whether due to lack of mobility and cash (like a student)
    or due to other, lifelong factors-- which limit their ability to create in Reality.
    • CommentAuthorkomradebob
    • CommentTimeFeb 17th 2007
     # 52
    Posted By: Call Me CurlyHowever, I did suggest that the other segment-- people who particularly-do enjoy imagining-- may exemplify the core of the hobby.
    In that their passion for imagining may be due to lack of means to create in the Real World. Whether due to lack of mobility and cash (like a student)
    or due to other, lifelong factors-- which limit their ability to create in Reality.


    Could it perhaps fulfill a need more like that of the casual guitar strummer or the painter that only paints for their own enjoyment, rather than any fame or cash? Not everyone is cut-out for even modest recognition in creative fields, yet it seems kind of a shame to completely give up on creative activities because of that.
    • CommentAuthorMark W
    • CommentTimeFeb 18th 2007
     # 53
    I firmly believe that nearly anyone can tell stories. Not all of us can tell the sorts of stories that will live in immortal literary legend, but we can all imagine things and tell about them. Not everyone enjoys doing this. But many people who will never, ever have the opportunity to do it in any "official", commercial, way still enjoy doing it.

    Not everyone enjoys listening to stories, either. Some people can't suspend disbelief enough to enjoy it. Some people just don't care. But a lot of people enjoy listening to the products of other people's imagining, even if said projects aren't polished and perfect and brilliant. Especially if there's also the charge of intimacy that comes from the creator being someone you know.

    I don't think that it's true that inside every GM there's a frustrated novelist taking out their frustration on a captive audience. I don't think inside every player there's a sad little brainwashed drone clutching at their piece of a pre-dicgested pre-fab fantasy product. I think that different people like different things about the creative process, and that nearly everybody has something to contribute to it if they want to.

    So screw the art-snob stuff (especially that nasty little internal Art Snob so many of us have installed). Go Play.
  19.  # 54
    Go Mark!
    • CommentAuthortalysman
    • CommentTimeFeb 18th 2007
     # 55

    I agree with you partway, Mark, except you're still linking "telling stories" to creativity. Lots of people in the RPG community do this. That's why we hear people talk about how storytelling is a dying art.

    The number one pastime everywhere -- everywhere -- is storytelling. "Let me tell you what the boss did today..." "Man, I had this weird dream..." "Have you heard about Brad and Peggy?" "I heard this weird story on the news..." The problem is, very little of this storytelling fits the model of an action-adventure story, which is what most RPGs are based on. They often don't even resemble romance or drama, because their point is to convey some simple bit of information (my boss is stupid, dreams are weird.) Furthermore, creativity in this kind of storytelling is embellishment. Some people embellish their stories more than others; combined with good timing and a couple other talents, that's what we consider to be a good storyteller.

    The roleplayers Dancey was talking about don't want to tell stories in the cinematic or literary sense. At most, they want to embellish an existing story. It has nothing to do with talent or brainwashing or consumerism. They just don't care about the same things many indie gamers care about. They want the story, if there is one, to be dictated by an outside source: GM, published adventure, or roll of the dice. Or, a computer and a gaggle of programmers. That's one reason why WoW does so well. If you want to market to them, make a game that does the plot for them, improves their ability to embellish without requiring it, and makes both of these processes easier but better than computer games.

    And if you want to market to people who haven't been interested in roleplaying games yet, make a game that fits one of the storytelling patterns people already use in real life, but add more fun. Do "My Day At Work". Don't call it a roleplaying game, though, even if it is one; just make a game that lets people embellish an unfolding series of events with stuff they've actually experienced or heard of.

    •  
      CommentAuthorNathan H.
    • CommentTimeFeb 18th 2007
     # 56
    Mark wrote: Also, young children also exhibit a lot of these skills, and (I believe) are often far better negotiators and team workers than adolescents.
    Mark, have you read "Lord of the Flies"?
    i don't buy that children have better imaginations than adults do.
    • CommentAuthorLarry
    • CommentTimeFeb 18th 2007
     # 57
    Curly, so you're saying, "People whose desire to create is fulfilled elsewhere in life (career, whatever) will not be super crazy into the opportunity to create during their leisure activities"?
  20.  # 58
    Larry,

    I can't decide whether the differences between your summary and my actual point are significant-enough to dwell on.
    •  
      CommentAuthorChristoph
    • CommentTimeFeb 19th 2007
     # 59
    Great thread, thanks Matt for starting it!

    Regarding WoW: I don't think that gamers play it for the story. They play it for killing the monsters, looting the huge dungeons and especially developing a cool character over time. The fact that this can be done with other human players to which you can show your character (and that you know they will be able to appreciate) is a huge boost.
    At least that's why my friends play, even if some appreciate the "roleplay" that happens from time to time (which from what I've seen is a lot of showing off and little story, often used in recruitment).

    Before MMORPGs, I believe one could find those elements best in TRPGs. Now one can choose. MMORPGs have a lot of advantages over TRPGs, especially a design better suited to that goal.

    A lot of GMs actively bring down players who show off (often called Munchkins or something like that) in order to "get on with the story".

    No wonder those players leave the TRPG media.

    I'm not sure about the creativity issue. Seen from one angle, it takes a lot of creativity to make an interesting character to show off and that will be appreciated in the team (aka: guild or clan in MMORPGs).
    It's perhaps a different kind of creativity from storytelling, but writing those players off as just partakers might miss the mark about the way they like to participate in games.
    And I'm not even sure that it's that far off from storytelling, since in a TRPG, the story will be about the characters nonetheless in a way that it isn't in a MMORPG.

    To gain interest back from some of these players, one might need to design games where the GM does have a lot of control over the story's background, but in such a way that a player can easily insert his character coolness even if that means changing bits of the story.
    D&D 3.x and, possibly, Exalted have such a solution in some regards.

    Of course, even this might not be enough to outweigh cool graphics and music, the possibility to play whenever you feel like it without depending on other players, etc.

    Just my 2 ¢


    Matt Snyder, I have a question for you: how is this issue different from Creative Agendas? After all, this smells a lot of a clash between Gamism and Narrativism (and both are Creative Agendas) and I might be blinding myself to the real issue with this parallel I'm drawing.
  21.  # 60
    Posted By: Christoph
    Regarding WoW: I don't think that gamers play it for the story. They play it for killing the monsters, looting the huge dungeons and especially developing a cool character over time. The fact that this can be done with other human players to which you can show your character (and that you know they will be able to appreciate) is a huge boost.
    At least that's why my friends play, even if some appreciate the "roleplay" that happens from time to time (which from what I've seen is a lot of showing off and little story, often used in recruitment).


    Bah. They do it to compare their e-penises. I've been playing MMORPGs since 2000, and I can tell you that's what the games are all about. How big's your weapon? How many hit points you got? What are your resistances? Is the same thing no matter what game, and I've played just about all of them. MMORPGs satisfy the gaming need for the kind of person who A) likes killing monsters and taking their stuff, B) can't find any play group in their area but want *something* like roleplay, C) are computer game-aholics, or D) loves to compare himself to others and see how superior he is.

    Peace,

    -Troy
  22.  # 61
    >>communication among traditional gamers and industry-types that take for granted that of course story/indie games are a mere spec of a sub-set within the traditional RPG industry. <<

    In the grand scheme of things, they pretty much are. But they are a growing and the core market is shrinking rapidly. One thing to keep in mind. In my years in publishing I found there is an EXTREME LACK OF DATA available on the "industry". What is available comes from the grape vine with key industry types talking with each other. The average "industry professional" type guy is so busy trying too get enough product out and onto the market so they stay afloat they don't have time to delve deeper into data mining. They rely on that word of mouth data almost exclusively. This is a HUGE problem because all data coming from the core "industry" types is limited TO the data that is available to the core industry. That data is extremely skewed because the core industry does not include: 1) Non core market sales by industry leaders such as GW, WOTC, Upper Deck, Wiz Kids, etc, 2) All Indie sales that happen outside of the core, which is most, 3) E-commerce sales and non core market sales, 4) The bulk of the war games market, 5) The near entirety of the historical minis market and 6) All "extra" revenue streams by most companies in the industry from licensing, advertising, partnerships in con sales and retail sales, memberships, t-shirt and accessory sales, etc. Simply put, if the sale didn't happen through the "3 tier system" they are blind to it.

    Or they will publicly denie it. Attack verbally and politically anyone who suggests success can come from one or more of those 6 non core areas. Because to admit that possibility is to weaken the strength of their own market reach and viability, fore if people begin to aggressively pursue business growth by any of those 6 means it will marginalize the game distributors and in theory, the retailers and manufacturers that are tied to them.

    I can make such statements because I was a part of that "core" market for a number of years, or at least was trying to be. Long enough to make some good friends and see how it worked on the inside. But I am a businessman at heart and can not run my business on a fraction of the total data available. And once we had firmly come to understant the insular and narrow focus and reach of the core market (ala, 3 tier system), the Guild immediately began a total shift in our business and how we marketed our games. Most of those companies that remain so narrowly dependant on the core market are destined to decline and most of them can not decline much further before going bust. WOTC's data may not have been complete, but it was the closest thing the market has ever had. It obviously ignored a few minor trends, such as indie games and their audiences, the influence and reach of e-commerce by publishers and the explosion of WOW. All 3 of those elements and more have expanded greatly in the years since so that data is out dated. But at the time, for the parts of the overall market that WOTC had to be concerned with, it was pretty spot on. You solely run your business based on that data today, but its important data nonetheless and a useful starting point from which you can add as much newer info to.

    The other main point of angst I see between the "industry types" and the "indie types" is this. Both believe they are FAR more dedicated to the hobby of games, but use different justifications to support their viewpoint. The larger, full time companies are among a very small number of companies (about 1%) that worked hard enough and/or were lucky enough to get a steamroller on sales going to be able to support full time staff. In most cases a whole lot of ramen noddles and Mac and Cheese meals were eaten along the way (when meals and rent weren't being skipped altogether) before they could reach that status. Even so, most "industry types" accept smaller incomes than they could have elsewhere to make gaming a career. many view those as sacrafices that put their level of dedication to hobby gaming at much higher than the indie side and hence they look at indie publishers as being less dedicated, amateur, and as threatening both their livelihood and the hobby gaming industry that they love. Coming from the indie publisher perspective, the indie types have a different outlook which says they value the art of the game and game designs, play styles, etc, and want to support the "hobby" of adventure games by putting out creative innovations that will enrich the average player's experience. They avoid things like the "product tread mill" and some other business decisions sometimes made by the full time companies which are viewed as selling out, not in the best interest of the hobby, and are done solely for the money. The average indie publisher might think it would be cool to be successful enough to make it a full time gig, but most are unwilling to consider some of the "sell" out business decisions required to generate that level of revenue, or to take a full time position in gaming at the expense their other careers and incomes. The willingness to publish as a hobby (be it a hobby that costs them money or a hobby that lets them publish and earn a secondary positive income), and the sacrafice of not going after those profits or the gaming career is far greater than the sacrafices "for the hobby" the industry sell outs have made.

    I find both arguements have some merit. And both are ultimately meaningless. Because who really cares? I am here to publish games I WANT to publish and to make a good living at it. Like starting most businesses, sacrafices are often needed in the early days of building the business. That is universally true of just about every small start up business, regardless of the industry it's in. I respect anyone willing to put that hard work into building a business. I also respect anyone with a passion for a hobby and willing to dedicate their time and creativity on that hobby. My Dad is a model railroader and I've always been impressed with the creativity that goes into building those highly detailed modular train layouts. All power to people on both sides, just so long as they go about their business or hobby in a mindful and respectful manner. Obviously some people on both sides of the divide can't do that and thats a shame.

    As for the games that service the two sides of the game play divide, my opinion is some games serve one side well and some the other. Most games are purposefully aimed at serving one more than the other. But while this CAN be a design philosophy, at least when it comes to core game mechanics, I don't think it HAS to be. What it really is is a game PLAY philosophy. While D&D may be known as the grand daddy of non social dungeon crawl type play, there are plenty of people that use it otherwise. A new game can be designed to optimally be played in whichever style the players wich. I myself much prefer character development and story driven games, but I am not about to think that just because that is WHAT I LIKE that its the only way. Presenting equal opportunity for both is best and is what I will be striving to do with my future designs.

    Ryan S. Johnson
    Guild of Blades Publishing Group
    http://www.guildofblades.com
    http://www.1483online.com
    http://www.thermopylae-online.com
  23.  # 62
    >>If indie games go the "building new markets" route, that's not just writing a new kind of game -- that's writing a new kind of game, perhaps publishing it in a new way, certainly distributing it in a new way, and promoting it in a completely different way. IPR and the Forge Booth are great, but they are baby steps compared to what would need to be done to "build a new market." That's all totally foreign territory -- and I doubt it's something that can be done as anything less than a full-time job fueled by capital investment.<<

    I suspect you are right. At least by any one publisher being so successfull at it that they revolutionize the hobby and industry all by themselves. However, on a smaller scale, the Guild of Blades has made its bread and butter on non traditionally sales channels and incomes for the last half decade. So its possible to move in that direction and be succesful at it. Its just a matter of scale. We have a few large budget initiatives on the books for the relaunch of our Dark Realms RPG, but yeah, the lowest budget among them requires a capital investment to the tune of about $150,000. We'll make that investment too, but we are working on fleshing out the plan and minimizing our risks in case it doesn't go over as successfully as we intend at first. If the program goes over well enough at first, that initial investment of $150K will be rolled over quarterly to keep the program rolling continuously. But like any business decision, we have to make it make fiscal sense to green light in the first place.

    Ryan S. Johnson
    Guild of Blades Publishing Group
    http://www.guildofblades.com
    http://www.1483online.com
    http://www.thermopylae-online.com
    • CommentAuthorJudd
    • CommentTimeFeb 19th 2007
     # 63
    Posted By: guildofbladesWe have a few large budget initiatives on the books for the relaunch of our Dark Realms RPG, but yeah, the lowest budget among them requires a capital investment to the tune of about $150,000.


    What?

    I'm really unclear as to what you are spending a hundred and fifty grand on and how that is going to help your game.
  24.  # 64
    Thats easy. Going to print 1,000,000 copies of a full color introductory edition of the game that is fully playable and then going to seed that production run across as much of the core market as I can. Once we get our legs under us with that program, we'll print another million and will seed it through a non core channel. Then another million and through another channel and so on and so forth until we've literally saturated as much of America and Europe that we can and still make the program meet its goals.

    There is a LOT more to that plan than that, but some of it we sort of want to surprise the market with, so want to keep it quite until we're ready to go ahead with the full plan. One just has to ask ones self on how you can get independent retailers and mass market chains invested in working with you to distribute the intro games and how we might turn that into a both a profit for us and strategic long term placement for the brand we want.

    Going to be a heck of a lot of work...

    Ryan S. Johnson
    Guild of Blades Publishing Group
    http://www.guildofblades.com
    http://www.1483online.com
    http://www.thermopylae-online.com
  25.  # 65
    Christoph, I'm going to think on that excellent question. For now, I'll say that I observe healthy G and S play among the "partakers" and healthy N and G play among the Creators. Thus, I reason, the divide is not defined by creative agenda. (I do consider it possibly, but unlikely, that the divide might be defined by groupings of creative agendas -- like the G and S combo above.)

    Ryan, with all due respect, I think you're wildly over-estimating the possible market. I do not see your product far eclipsing unit sales moved by, say, Wizards of the Coast, even if you actually give it away as a marketing effort (I advise against that, as the perceived value of your product by customers will be poor). If you do intend it as a marketing effort, make certain you have a percentage of return and well-founded reason to believe that is accurate. For example, direct mail campaigns by major magazines devoted to hobbyists and enthusiasts consider a 1% rate of return an extraordinary success. I suspect you will not consider that sufficient, as an example.

    Please consider listening to much advice on this topic, and deliberately seek it out from experienced publishers in and out of the hobby. It would be a huge mistake to dismiss critiques of your extremely, extremely ambitious plans as ignorant naysayers. I am profoundly skeptical you will achieve your aims. This is me, advising you respectfully, that you are likely to lose money on the order of hundreds of thousands of dollars.

    Ultimately, it's none of my business, but I'd hate to see you take on serious financial hardship.
  26.  # 66
    Hi Matt,

    Thanks for the feedback.

    >>Ryan, with all due respect, I think you're wildly over-estimating the possible market.<<

    Not really. There are somewhere between 2-6 million active or lapsed D&D players out there. Thoery (not mine) on statistics and human behavoir suggests that 3% of any population is the average "deviant" variant any any topic. Meaning an "average" of 3% will believe that something that the rest of us would consider to be completely crazy, is in fact, true. Such as that they were abducted by aliens, that the very existance of Europe is a massive government conspiracy, etc. That suggests that with sufficient marketing reach to put an idea in front of an entire population, even if yur product is totally cracked, you should be able to win over 3%. Extremely cracked ideas might fair a bit worse, such as 1-2%. I don't believe role playing as a form of entertainment is cracked and believe the upper limit of its potential impact should be running 5-8% of the populace or maybe even a bit more....with the marketing reach to reach the whole populace. That means in the US alone that potential audience is in the 14 million to 23 million range. The big trick and its the BIG trick, is developing the marketing reach to reach them all.

    >>I do not see your product far eclipsing unit sales moved by, say, Wizards of the Coast,<<

    WOTC with D&D gets the sales it has for two reasons. It has the most successful RPG mostly by virtue of having the first RPG. As such, its player network has always been the largest and by extension, its ability to recruit new players to its system has been the greatest, even with less than stellar marketing programs at work. Its the natural dynamic at work. No publisher, regardless of how well funded they are, can enter the market and outsell WOTC by just making a competitive game and advertising it. Its quite impossible. The only way ANY publisher, large or small, will EVER be able to compete with D&D will be to create a game that GETS PLAYED as much or more than D&D. From that point, they have a chance to equal or eclipse it, if they manage their distribution properly.

    >> even if you actually give it away as a marketing effort (I advise against that, as the perceived value of your product by customers will be poor).<<

    Don't worry, we're not giving the full game away. What we will be giving away is what amounts to a 24 page "introductory edition" which does contain all the basic core rules, character generation, user races, basic GM advice, etc. The full game will be sold online and through our retailers. The basic game give players enough to play even without buying anything else and thats the whole point.

    >> If you do intend it as a marketing effort, make certain you have a percentage of return and well-founded reason to believe that is accurate. For example, direct mail campaigns by major magazines devoted to hobbyists and enthusiasts consider a 1% rate of return an extraordinary success. I suspect you will not consider that sufficient, as an example.<<

    We test marketing a similar event about 5 years ago. Partnered with two local comic shops to give about 2000 core rules to a very basic RPG system away. We kept those comic shops well stocked with the various supplements for the game and it made for a great return on investment. More, we attempted to track the number of active gamer's the promotion either won over from existing gamers or by creating new gamers and the results were very encouraging. Most of those gains were made in the teen audiences, but thats just fine by us. People wedded to a favorite RPG system aren't likely to be won over easily or exclusively, so the future lies with the next generation to enter the RPG field. We do hope to achieve a 2-5% attraction rate, which means that 2-5% of the number of games given away will turn into that many RPG players utilizing the game system. If we can actually turn a total of 1% into purchases of the printed game box set we plan to offer, that would be a great outcome. But the financial success of the project does not depend on it.

    >>Please consider listening to much advice on this topic, and deliberately seek it out from experienced publishers in and out of the hobby. It would be a huge mistake to dismiss critiques of your extremely, extremely ambitious plans as ignorant naysayers. I am profoundly skeptical you will achieve your aims. This is me, advising you respectfully, that you are likely to lose money on the order of hundreds of thousands of dollars.<<

    I thank you for the advice. We like to regard ourselves as experienced publishers too, since we've been at it since 1994. In that time we've published well over 200 titles and have never failed to turn a profit on a SKU that we have released (albeit, some accessories or less than stellar selling titles turned very meager profits). As we've grown as a publisher our needs to find new ways to publish to achieve stronger revenues and open up new methods of distribution have grown. At present, after more or less abandoning RPG publishing for more than half a decade (we kept one small scale RPG line in print, but with only marginal support) in favor of our board games and more recently MMO computer games, we've returned with a hard analysis of the RPG market and come to realize if we're seriously going to re-enter it, it needs to be with a plan that can build our brand into a viable market competitor. No disrespect to any indie published titles here, but just making a very innovative and beautiful game can't do that. Sure, you can develope a core fan base that is extremely loyal and sell enough to be profitable, but you can never sell enough that way to be a direct competitor for the role of market leader. No RPG can. Not even those published by SJGames, Palladium, White Wolf, etc. Not by sales alone. Market forces make it impossible. The only way to escape that reality is to do a side step around the existing market forces.

    Don't worry. We're not betting the farm on this one. And actually, short putting up the capital to get the venture rolling, is actually a self sustaining model without selling a single copy of the core box set. There are a multitude of revenue streams involved here, most of which we can't really explain here in full detail. Well, we "can", but really can not. Sort of like trade secrets for the moment. But not so much that we have to stay tight lipped to the point that I can not at least suggest to the publishers here that there ARE other business models for publishing RPGs than can be pursued.

    Ryan S. Johnson
    Guild of Blades Publishing Group
    http://www.guildofblades.com
    http://www.1483online.com
    http://www.thermopylae-online.com
    •  
      CommentAuthorbuzz
    • CommentTimeFeb 20th 2007
     # 67
    Posted By: guildofbladesThat means in the US alone that potential audience is in the 14 million to 23 million range. The big trick and its the BIG trick, is developing the marketing reach to reach them all.

    Assuming your numbers are correct, I would think the marketing budget required to see the 5%-10% rate of return (which is HUGE) you'd need to sell all the copies of your game is going to be WAY beyond the $150,000 you mentioned earlier.

    Posted By: guildofbladesIt has the most successful RPG mostly by virtue of having the first RPG.

    There are more reasons than this.

    Posted By: guildofbladesWe like to regard ourselves as experienced publishers too, since we've been at it since 1994.

    Ryan, is there a particular region in which your products are especially popular? I ask simply because, despite having been very active in online RPG communities for the last ten years (Usenet, RPG.net, ENWorld, S-G, Forge, various publisher's boards), a rabid RPG magazine consumer, review reader/writer, and a small con organizer, I have never heard of nor seen any of your products before. (Save possibly Button Wars, which sounds familiar. I could be getting it confused with Diskwars.)

    Posted By: guildofbladesAnd actually, short putting up the capital to get the venture rolling, is actually a self sustaining model without selling a single copy of the core box set.

    I have no idea how this is possible, but if so, I'm glad to see your company is secure.

    Can you tell us something about the game? You mentioned races; is this a FRPG in the vein of D&D? If so, what differentiates it?

    FYI, I'm not trying to be snarky or hyper-critical. I guess I'm just astounded.
  27.  # 68
    Hi Matt,

    >>I would think the marketing budget required to see the 5%-10% rate of return (which is HUGE) you'd need to sell all the copies of your game is going to be WAY beyond the $150,000 you mentioned earlier.<<

    A 5-10% response rate would be unrealistic to be sure. As I mentioned above we project a 2-5% attraction rate with the first printing. That means 1 million copies put into the market would translate into 20k to 50k people who begin to play the game. We expect the vast majority of those to be younger teens, but perhaps some will go to existing core gamers as well. I said based on looking at the current and lapsed D&D player base and general behavoir statistics my estimate is that IF an amazingly powerful marketing campaign was run to expose the idea of role playing games to EVERYONE in the US was conducted that the concept would be accepted by somewhere between 14 mil to 23 mil total people. I make no claim that our marketing idea or the system behind the marketing idea will reach that many people. As far as comprehensive marketing outreach programs go, I think we've designed a good one. But in the grand sceme of things, merely the opening volley.
    To make further gains we'll have to do additional print runs in the million range and find new stores and venues to distribute them through to find those potential new players.

    >>There are more reasons than this.<<

    Honestly, not really. I mean, its not a bad game, but in my opinion there are many better, including games with systems and themes that would actually be better positioned to win new converts. BUT...back when D&D was released, the idea and game were revolutionary. And because it was first to present a revolutionary concept, it grew to be the "The Market". All other games have lived in its shadow. Being first was a HUGE advantage. Nearly unsurmountable. Which, by the way, is by no means a market dynamic exclusive to role playing games or games in general. In "most" markets, the first product or service that is a revolutionary new concept that forges a market becomes king. Its develops the brand name most associated with that idea. All competitors to enter the market later invariably get compared to the first and must market themselves as an alternative. The simple process of doing that reinforces the power and reach of the market leader. It requires the market leader to totally and completely mismanage its brand (or go out of business) for a competitor to eclipse it. For instance, in the later 90's when TSR almost went down, if someone like WOTC had not stepped up to buy D&D, its possible Vampire and WOD might have eventually overtaken D&D as the market leader (though likely, leader over a smaller market for a good while to come). The only other way to beat out a market leader is market around them to forge a whole new market that the market leader has failed to reach itself (either geographically or demographically).

    >>Ryan, is there a particular region in which your products are especially popular? I ask simply because, despite having been very active in online RPG communities for the last ten years I have never heard of nor seen any of your products before. (Save possibly Button Wars, which sounds familiar. I could be getting it confused with Diskwars.)<<

    Our RPG lines had included the Dark Realms RPG Universe, WHAT? Customizable RPG and Heroes Forever RPG. None of our RPG lines were overly successful, though each has its core following and has been profitable. Presently only the Heroes Forever RPG remains in print. The other two are more or less getting merged into one for our intended relaunch for our new RPG business model. Button Wars was modestly successful for a short while in 1st Ed. as a collectible game and has been profitable and stable in its second, non collectible edition. The Guild's most successful product lines have been our board games, with our Empires of History line of strategy board games being the company's bread and butter. Our board games are not hex and counter wargames, so we've always enjoyed much stronger results in marketing to general historical enthusiasts than to the existing wargame audiences. Which sort of harkens back to my arguement above. The entrenched historical war game players all have their favorite companies and systems already. Its VERY difficult for a new company to enter that market and compete with the market leaders for the attention of consumers who alread have their favorite brands. It took us a few years to figure that out, but we've enjoyed much greater successes since we learned it was more important to market to new consumers.

    >>I have no idea how this is possible, but if so, I'm glad to see your company is secure.<<

    Well, I can't really go into full details and leave there something to be a surprise for the market. :) But in business there are MANY ways to generate revenue. There are many different business plans involved with the distribution of physical goods. In addition to physical goods sales, there are other ways to generate income from the distribution of physical goods and from the development of an intellectual property. I have often thought the bulk of the RPG industry is stuck in a VERY small box when it comes to creative business structuring which has left all involved mostly incapable of developing stable businesses and unnecessarily limited the distribtion of RPG.

    >>Can you tell us something about the game? You mentioned races; is this a FRPG in the vein of D&D? If so, what differentiates it?<<

    The core game is a FRPG, but the system can and is planned to support multiple genres. We're (re) starting with the fantasy genre because its the more generally accepted gaming genre (ala, World of Warcraft and others). I am not sure I would say its in the vein of D&D as the core game neither uses classes or levels. Its a system that runs on only D6's and in thoery can be played with a single D6, but runs smoother with a few more. Its very easy to learn and has a free form system to allow players to generate their own skills and spells. Of the RPG systems we've published, this one proved by a large margin to be the most popular, hence why it will be the one we support big time moving forward. But let me be clear, while the game system has some unique traits and has been well recieved, we do NOT think it is some sort of revolutionary leap forward in the concept of RPG game design or anything like that. Its a good system, easy to learn, very flexible, small in core page content, and can be run off of a D6, which makes it perfect for mass distribution for the sort of marketing campaign we're going to be initiating to present it to the masses.

    I can give you a link to a _OLD_ pdf download of the game, but don't judge it too harshly on presentation. Most everyone will be redone in preparation for its relaunch. What is in PDF format presently is merely a fan generated PDF layout of the old first edition content and something we put online back in 2001-2002 to run a file download experiment. Most of the core game mechanics remain the same, but most everything else is getting dressed down and rebuilt. You can download a copy of the old PDF at the link below:
    http://www.freedownloadscenter.com/Games/Text_Role_Playing_Games/Worlds_of_Heroes___Tyrants_Epic_Adventure_Game.html

    Ryan S. Johnson
    Guild of Blades Publishing Group
    http://www.guildofblades.com
    http://www.1483online.com
    http://www.thermopylae-online.com
    •  
      CommentAuthorAndy
    • CommentTimeFeb 20th 2007
     # 69
    Hey all, not using Mod Voice or whatever (which I think should be mauve), but Ryan's thrown his ambitious plans down, let's perhaps bring further questions on their viability to another thread or to whispers. Don't want to veer too far off course. :-)

    -Andy
    •  
      CommentAuthorThunder_God
    • CommentTimeFeb 20th 2007 edited
     # 70
    Joshua's post is troubling in its truth. We are reaching market saturation. We don't really create tools, the tool games sell and keep selling, but we create new ways to apply the tools. For a new game to sell, it may very well need to have new tools rather than new ways to apply them.
    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_19.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_23
    Except most Indie publishers write the games, and would write them even if there was no money in it, and moving means they're in it for the money. In a way.
    But I think Mr. Walton is wrong about us moving to new pastures, there'll be new indies for that.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_29 I disagree, you do it for an outside audience, of the other people participating in said activities.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_30 Brilliant.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_33 What the fuck?
    I mean, really.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=1#Item_39 Custom versus factory made, this post is solid gold.
    BTW, I think this is why GameCraft enjoys a small amount of participation, but is invaluable, because there people work on designing new tools, even seperate from games.
    Like the person who posted "Trust" on the Forge, which later became part of CoS and the Core of tMW.

    http://www.story-games.com/forums/comments.php?DiscussionID=2430&page=2#Item_9 If Cristoph were 100% right, there wouldn't be Roleplay channels that are IC only.
    • CommentAuthorLarry
    • CommentTimeFeb 20th 2007
     # 71
    Guy, that comment citation format is confusing. Let's not all adopt it, I hope.
    • CommentAuthorEmily Care
    • CommentTimeFeb 20th 2007
     # 72
    JBR, I think your Doom And Gloom is only true if indie game designers prove as conservative as mass-market roleplaying publishers in adapting to a new market and/or new areas of creative opportunity. I have a large amount of faith that many indie RPG designers are ready to make the jump to whatever comes next for us.

    One of the real strengths of being an indie pub is that you have such low overhead that you can afford to be flexible. Conservatism is a function of entrenchment in industry: if my company has to pay millions of dollars to buy an up to date database for my workers, we will instead stick with the one operating on DOS. If I've only got 3 workers, I'll upgrade every year and move to the innovative systems when I can. Closer to home, doing what White Wolf has done is risky. By doing the reboot to their setting they are basically making obselete the investment people have made in their systems. I'm sure they will get plenty of new purchases from it, but nonetheless it was a risky move. It's why Film Studios do so many film versions of novels. It's less of a risk to re-tread proven material than to try something new when you're already deeply invested.

    So, indie means small and maneuverable. Tailor made to shift with changes in technology, form innovation and user preference.

    The parasite comment also struck me as misguided. What indie games are, instead, is a niche market. Small producers have a huge advantage over large mass-market producers, if they can find a niche and provide a unique product that is too difficult or expensive to be produced at a mass scale. The more the small producers try to capture the mass market, the less they are able to fulfill the needs of their (real) target audience, and the more they come into competition with cats that are way out of their scale. Custom skateboards as a metaphor are right on.

    And as far as changes necessarily putting small producers a form out of business, think about indie mini-comics. How many people had read them outside of maker/user circles in the 80s/90s? Few. Now think about the audiences for webcomics. Huge.
  28.  # 73
    Posted By: Emily CareSo, indie means small and maneuverable. Tailor made to shift with changes in technology, form innovation and user preference.


    Wow, Emily! I just made a blog post about this very thing. I have read several people's take on the last year of gaming (Tevis, Hite, Dancey, etc) and some of them talk about how table-top RPG is becoming a dying breed and electronic games are taking over. RPGs aren't dying, IMO, they are changing. And the people best suited to take advantage of these changes are independant publishers, just as you say. The thing is, we need to be couragous enough to embrace these new trends as they come and take full advantage of them.

    Peace,

    -Troy
  29.  # 74
    Posted By: Emily CareThe parasite comment also struck me as misguided.
    It may have a negative connotation but it's true to the extent that indie games depend on people who've already been drawn to the hobby by "mainstream" games, either as a first-order market or as a "vector" for introducing non-gamers. When you start having non-gamers spontaneously pick up indie games off the shelf and playing them, and people without "mainstream" experience bringing in non-gamers, then indie games become self-sustaining. I don't think things have quite reached that point.
    • CommentAuthorJudd
    • CommentTimeFeb 20th 2007
     # 75
    Posted By: Elliot WilenIt may have a negative connotation but it's true to the extent that indie games depend on people who've already been drawn to the hobby by "mainstream" games, either as a first-order market or as a "vector" for introducing non-gamers.


    I'd say it is much more of a symbiotic relationship.

    But honestly...whatevuh.
    •  
      CommentAuthorElliot Wilen
    • CommentTimeFeb 20th 2007 edited
     # 76
    At best it's commensalism. At present, indies thrive on a market created by the big companies. Arguably that's also true of most "mid-tier" outfits, indie or not.

    (Edit: What I described is commensalism, at best. Symbiosis covers a bunch of relationships, including those deleterious, helpful, and neutral to either or both parties.)
    • CommentAuthorD-503
    • CommentTimeFeb 21st 2007
     # 77
    Hi,

    Some quick queries, more for my clarification than anything else.

    Is creation being linked to actual design of games? It's not clear to me here, but I think that would miss a trick. Providing someone with tools which they could use to create their own content is still enabling someone to be a creator, it's just that they create content rather than medium (or content rather than medium and content).

    I think the consumption model plainly drives much of current and recent (as in last ten-fifteen years or so) rpg marketing. The concept of metaplot is a consumption based model, in which the gamer purchases precreated content and then experiences it with his or her group. Adventure modules historically provided a similar role, and have had something of a resurgence of late with the arrival of 3/3.5e.

    PTA to get concrete is an example of a game which provides a medium with which the consumer then creates their own content, it is not a passive tool, it is an enabling tool giving creative control to the purchaser following purchase. That's key, not everyone has the time, inclination or indeed ability to create their own media, their own game engines. PTA assists with that by providing a flexible engine that then empowers those individuals with the ability to get on with creating that which they do have the time, inclination and/or ability to create - the actual content.

    Consumption comes in two forms incidentally, consumption through play and consumption through collecting. I don't think there is a trad/indie split on these but that's tangential. Consumption through play means buying a product and consuming the experience that comes with that product. Both classic WoD and say The Mountain Witch seem to me to aim at consumption through play, there is relatively little left in terms of creative input from consumers.

    Classic WoD also exemplifies the consumption through collection model, consumers purchased the metaplot books not necessarily to play them but merely to read and own them. Near the end, marketing fluff for OWoD expressly referred to this market of non-playing consumers. I think the indie market also has this phenomenon, but I don't think (happily) anyone in the indie market creates with a view to selling on this basis.

    So on my take there, we have four categories of gamer interaction.

    Those who create media and content.

    Those who do not create media, but wish tools with which to create content.

    Those who consume through play.

    Those who consume through collection.

    Naturally there is some overlap.

    Lastly, I think it's unlikely that there is a GNS element to this, I think it's GNS independent, I certainly wouldn't see any link between say a preference for one CA and a preference for consumption or creation.

    Oh, really lastly this time, I think the early hobby favoured a creation based model, with early rpgs aiming to give tools to enable creation. I think in the 90's we moved to a consumer model, and are still in that by and large, save in the indie community where there has been a revival in large part of the model in which one provides tools to enable creativity (though some indie games plainly seem to me essentially consumer focussed).

    I also don't see a value judgement, a great game may deliver a prepackaged experience and still be a great game, it's just a different kind of beast than a game which enables creation.
    • CommentAuthorD-503
    • CommentTimeFeb 21st 2007 edited
     # 78
    I can't quote for some reason, anyway, Talysman said:

    "Given that, we shouldn't be in denial about this significant majority of gamers, nor should we be dismissive. Instead, consider this: can you design a game that allows creativity for those who so desire, but which supports the vast majority of gamers?"

    The game that strikes me as notably doing this is D&D. Bear with me a moment.

    D&D can be played without any roleplaying at all, it can be played as a pure tactical boardgame, in which one player references a pre-purchased adventure containing locations and encounters while the other players maneouver their play pieces through the same seeking to survive and prosper. Basically, a game like Descent.

    D&D can also be played as a game in which the engine serves to support play, but the core of play is the creation by one or more participants of a world and story that speaks to them.

    Note, in the same group, one or more players could be interested in using it as a tool to create content, a tool for generating their own fantasy epics that speak to them, while others in the same group could be treating it as an elaborate boardgame.

    I think part of the success of D&D historically, aside from the obvious advantages of being first and having immense brand recognition, is precisely that it requires no creativity at all but permits the expression of creativity fairly easily. In particular, within the same group it is easy for some players to be using it as a creativity enabler while others are using it as a source of prepackaged content.

    Other games could do the same thing, but most don't, D&D is actually slightly unusual in the extent to which it permits utterly uncreative play. The essential point is that the game can be played with no roleplaying at all, that you can play it as a boardgame should that be your wish without anyone creating any actual content of their own. Once you have that, I think you have a game with potential to bridge a consumer/creator gap.

    I'm not sure if any indie games currently manage that divide, I think vanishingly few trad games do. Most require someone at some stage to create their own content to at least a minimal degree, D&D doesn't necessarily.

    Edit: This isn't rpg.net so hopefully this won't be an issue, but to be clear I'm saying that a strength of D&D is that it can be played with no creative input, I am not saying in the slightest that people who do play D&D actually make no creative input. This isn't a slam on D&D players or saying they suxxors while storygames rule (again, hopefully not necessary to state here, but I'd hate to derail things with someone passionately defending D&D from an attack that wasn't being made).
    • CommentAuthorMark W
    • CommentTimeFeb 21st 2007
     # 79
    I think that's pretty insightful about D&D, Max. Current D&D is a lot less friendly to that sort of thing that past forms, though - a lot of the folks at ENWorld and elsewhere lament the tendency of the Rules As Written to produce a particular "D&D Genre" of play that doesn't suit their aesthetics, and also find that the tight interdependency of the rules makes tinkering very difficult without upsetting balance. To a large extent, though, the OGL has come to the rescue there. You can buy umpty D&D variants, but they're still "D&D."
    • CommentAuthorD-503
    • CommentTimeFeb 21st 2007 edited
     # 80
    Posted By: Mark WI think that's pretty insightful about D&D, Max. Current D&D is a lot less friendly to that sort of thing that past forms, though - a lot of the folks at ENWorld and elsewhere lament the tendency of the Rules As Written to produce a particular "D&D Genre" of play that doesn't suit their aesthetics, and also find that the tight interdependency of the rules makes tinkering very difficult without upsetting balance. To a large extent, though, the OGL has come to the rescue there. You can buy umpty D&D variants, but they're still "D&D."


    Mark, I broadly agree with your additional comment there, I think it's because D&D is now being explicitly aimed at a consumer audience more than was historically the case. Historically I think it was a bit of an accident it worked that way, whereas now we have a company with a research and marketing budget looking at how to adapt the game so as to maximise sales. That leads to different outcomes by its nature.

    Edit: Put another way, WotC would probably be happy if nobody played the game at all if in the process somehow it shifted more units, whereas Vincent Baker (to take a basically random example) would not I suspect be happy to churn out content aimed at sales rather than play. Happily, for now at least, WotC sees the money being in play rather than collection, which view I think they are correct in.

    Edit 2, the sequel. Rather depressingly, I was originally going to cite Chaosium rather than Vincent Baker, then I remembered how much of their stuff was written by people who don't play and realised it probably wasn't true of them in the way it was for Vincent. Rather a tangential point, but a depressing one given my fondness for CoC.