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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?
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?
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.
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.
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.
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.
Posted By: Joshua BishopRobyWhat about the Society for Creative Anachronism?
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.
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.
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.
Be sure to ask for the youngest adult male in the household first, then the youngest female if no male is available.
Posted By: RoninZombieCall me an optimist, but I think the audience for story games can only grow larger as time passes.
Posted By: Doug Ruff. Gamers, even gamer-partakersarecreative and imaginiative.
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?
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?
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.
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.
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.
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).
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.
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.
Posted By: guildofbladesIt has the most successful RPG mostly by virtue of having the first RPG.
Posted By: guildofbladesWe like to regard ourselves as experienced publishers too, since we've been at it since 1994.
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.
Posted By: Emily CareSo, indie means small and maneuverable. Tailor made to shift with changes in technology, form innovation and user preference.
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.
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.
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."