Last week’s post about “Attracting Newcomers to Roleplaying Games” inspired me to consider two factors that might influence
people in trying new games. A game’s theme and complexity are
usually topics discussed from the design standpoint: does one start
with a theme and build game rules around it, or does one begin with a
play mechanic and build a themed game around that? Yet theme and the
complexity of mechanics also figure into the conundrum of how best to
introduce people into any games within the adventure gaming hobby.
For beginners – especially complete newcomers – I find an
attractive theme can best engage their enthusiasm to try a game,
while good mechanics (with light yet intuitive complexity) can
provide an enjoyable play experience and bring them back to the table
for a second try.
For many people a game’s theme initially interests them. Theme
gets players to the table, understandable and engaging mechanics help
transform that theme into a rewarding play experience. For instance,
if I asked a five year-old if he wanted to play a game about hunting
dinosaurs or one with a “push your luck” mechanic, he’s going
to want to play something with dinosaurs; as it happens, these
elements both describe Steve Jackson Games’ Dino Hunt Dice,
yet new players hone in more on the enticing theme than the game
rules.
Tuesday, June 28, 2016
Tuesday, June 21, 2016
Attracting Newcomers to Roleplaying Games
The recent discussion over at Tenkar’s Tavern and blog posts like Sword Peddler’s about the effectiveness of Free RPG Day
started me thinking once again about how we as gamers, designers, and
publishers can draw newcomers into the adventure gaming hobby. It’s
a tricky gambit considering roleplaying games are still a very niche
hobby, despite popular culture’s general acceptance of Dungeons
& Dragons as a permissible geeky pursuit. Most people still
associate roleplaying game exclusively with D&D without
realizing how many amazing games exist from both established
publishers and innovative individuals, in game stores and online, for
sale and for free. How can we do a better job of sharing our hobby
with curious newcomers?
Free RPG Day is an organized event meant to promote roleplaying games. Since it’s run by a game distributor it has the understandable bias of supporting sales at brick-and-mortar Friendly Local Game Stores (FLGS) that give them business anyway. Just as a distributor can’t force a store to conduct business a certain way, it can only offer unenforceable guidelines on what to do with the “free” loot provided for this event. Free RPG Day is, as its organizers freely admit, no longer about introducing newcomers to the hobby but more about rewarding the hobby’s ardent supporters with free gaming materials. This effort remains highly dependent on the FLGS whose facilities and enthusiasm in hosting these events vary immensely (as well as publishers providing appropriate material). I’ve heard of stores charging for the free items, hoarding them for later sale or giveaways, and not participating at all (like the two closest to me). I’ve also heard great reports of stores with busy play areas, gatherings of avid fans, and attempts at introducing newcomers to the hobby with demo games.
Free RPG Day is an organized event meant to promote roleplaying games. Since it’s run by a game distributor it has the understandable bias of supporting sales at brick-and-mortar Friendly Local Game Stores (FLGS) that give them business anyway. Just as a distributor can’t force a store to conduct business a certain way, it can only offer unenforceable guidelines on what to do with the “free” loot provided for this event. Free RPG Day is, as its organizers freely admit, no longer about introducing newcomers to the hobby but more about rewarding the hobby’s ardent supporters with free gaming materials. This effort remains highly dependent on the FLGS whose facilities and enthusiasm in hosting these events vary immensely (as well as publishers providing appropriate material). I’ve heard of stores charging for the free items, hoarding them for later sale or giveaways, and not participating at all (like the two closest to me). I’ve also heard great reports of stores with busy play areas, gatherings of avid fans, and attempts at introducing newcomers to the hobby with demo games.
Tuesday, June 14, 2016
Artifacts from the Vault of Schweig
I’m culling some of my roleplaying game library and reorganizing
the shelves to put more relevant material in more central areas. In
doing so I uncovered a few intriguing artifacts I often forget about
yet keep for various reasons. Some come from an appreciation of the
designers, others for the significance of the games in the overall
context of adventure gaming’s history. They offer an interesting
window into what engaged me as a gamer over more than 35 year in the
hobby and the diversity of publishing efforts from a variety of
sources.
Cthulhu for President Pack: I ordered this by mail way back in 1992, possibly the first year Chaosium offered it. Despite leaning in one particular political direction thanks to my wife’s enlightening influence, I still staunchly believe in the Elder Party ticket. This packet came with a button, posters, leaflets, Elder Party membership card, and other goodies. I’m resisting the temptation to print a slew of flyers to leave around town, but I’m afraid they’d figure the guy with several Cthulhu-themed t-shirts and the Cthulhu “fish” on the back of his car was stirring up trouble....
Cthulhu for President Pack: I ordered this by mail way back in 1992, possibly the first year Chaosium offered it. Despite leaning in one particular political direction thanks to my wife’s enlightening influence, I still staunchly believe in the Elder Party ticket. This packet came with a button, posters, leaflets, Elder Party membership card, and other goodies. I’m resisting the temptation to print a slew of flyers to leave around town, but I’m afraid they’d figure the guy with several Cthulhu-themed t-shirts and the Cthulhu “fish” on the back of his car was stirring up trouble....
Tuesday, June 7, 2016
WEG Memoirs: The TORG Map
West End Games' offices, Honesdale, PA, 1993 |
I never got into TORG, the game in which multiple dimensions or “cosms” of various genres invaded a near-future earth and the characters – heroic “storm knights” – had to foil their plans for world domination. But in its heyday in the early 1990s it tried charting new territory for roleplaying game campaigns...certainly new for West End Games. It launched in 1990 after an aggressive and enticing ad campaign. I remember seeing the color advertisements in Dragon Magazine, then perhaps still the best “pulse” of the gaming industry. They warned that a storm was brewing, with dark clouded, lightning-streaked backgrounds and ominous in-universe quotes from characters spanning several genres. The “Possibility Wars” were coming. It was going to be “A New Roleplaying Game Experience.” And it did pretty well initially. Several novels developed the setting from a literary perspective. The boxed set came with a slew of rule- and sourcebooks, three decks worth of cards, and two speckled 20-sided dice. The game line churned out an impressive slew of sourcebooks and scenarios, along with an occasional newsletter. I’d daresay it is one of the more notable creations from Greg Gorden and Bill Slavicsek.
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