Some gamers thrive on industry news and the acquisition of new
releases that engage their interests. Others remain content to
explore games of whatever type at their leisure, trying a new game
now and then, returning to old favorites, even exploring older
releases discovered in newly remastered PDFs or used bookstore
shelves. The more we stay attuned to the gaming industry and
community the more we’re exposed to the excitement of new releases,
especially when reinforced by gaming friends, convention promotions,
and activities at the Friendly Local Game Store (FLGS). The concept
of getting the “new hotness” as soon as it releases is a
cornerstone of marketing, one further reinforced by the Fear of
Missing Out (FOMO) cultivated in our faster-than-light Internet Age.
Some find resisting the new hotness easier than others; I’ve
occasionally succumbed to it but find it easier to hold out and be my
own gamer as I’ve aged (matured?) and changed my gaming group.
Thankfully roleplaying games offer us a chance to indefinitely expand
our horizons on our own without so much as any additional supplement
or module; yet new product driving sales remains the bread and butter
of professional game publishers, the means to produce more and remain
a viable business entity. As consumers we’re responsible for how we
spend our money, whether we conservatively add to our game collection
or constantly splurge on the newest games and supplements.
But it’s not simply driven by publisher marketing. The social
nature of gaming creates two extremes between which gamers exist:
playing on the local scale with one’s friendly gaming group meeting
at someone’s home and the larger community of gamers one meets at
Friendly Local Game Stores, conventions, and other public events. At
home we can play with our friends, easily come to an agreement on
rules (or house rules), and explore games at our own pace, trying new
ones and returning to old standards that satisfy our gaming urges.
Out in the larger gamer community, however, the new hotness often
drives the games we find at conventions, FLGS game tables, and even
public library events. For instance, when I play the X-wing
miniatures game with my family and friends at home we can gloss over
some rules, make squads of whatever point value works best, and make
rulings at the spur of the moment without stopping for five minutes
to comb through the rulebook or tournament rules to find a precise
resolution. But when I play at the FLGS or in a tournament I must be
up-to-date on all the latest, official rules interpretations because
everyone’s playing with a commonly understood set of rules, a core
language that adjudicates fairness in lieu of a live, third-party
referee. The same applies when I want to play D&D: at home
I can run the house-ruled B/X D&D I prefer, but if I want
to play D&D at the FLGS or convention I probably have to
settle for D&D 5th Edition or Pathfinder, the two
most prominent games currently supported by their publishers.
I’ve had varying success resisting the new hotness. Back when the
X-wing miniatures game was all new and shiny we looked everywhere for
a TIE Advanced expansion pack because my son was immersed in Star
Wars at the time and wanted to fly as Darth Vader. By the time we
found it his interest was waning, though he flew Darth Vader’s TIE
fighter several times before we moved to other games. Kickstarter
proved an interesting exercise in resisting the new hotness; it’s
driven by the new and shiny and FOMO. I back more board games there
than roleplaying games, but the few I’ve supported seemed to me at
the time more cutting edge while still engaging my interests (I’m
looking at Numenera and Bethorm: The Plane of Tekumel
in particular). Ever since its release I’d been sorely tempted to
buy Muskets & Tomahawks, a miniatures wargame for the
French and Indian War (FIW) with some interesting mechanics; but the
$40 price tag for the 64-page black-and-white rulebook plus the deck
of cards (for randomized unit activation) deterred me. I came close
to buying it at several conventions when people were running games
and it seemed new and hot. I found other ways to channel my interest
in the FIW. Then just last month I found a copy at the regional used
book store...for $8. Granted, it didn’t include the cards, but the
rules clearly noted how many cards one needed and the information
they contained (primarily unit type and number of actions taken
during an activation).
My resistance to the new hotness has grown with several developments,
choices I’ve made in my game purchasing and playing. The wisdom and
patience gained over the years temper my enthusiasm for new games and
force me to carefully research and consider new purchases. I monitor
developments in the hobby (professional, amateur, and points in
between) for ideas that interest me, then take the time to research
and prioritize those that seem worthy of acquisition. Some sit on a
wish list forever, others remain elusive prey at conventions or used
book stores. I’d rather wait around for a good deal than gorge
myself on fresh helpings of new hotness. Most of my gaming these days
takes place around the kitchen table or in the basement wargaming
table with family and friends, so buying the cutting edge games isn’t
always paramount...we have plenty of games from which to choose. I
enjoy hosting and playing games at conventions, but I prefer running
game systems I’ve developed myself or worked on in the past
(primarily Panzer Kids and various D6 System
roleplaying games). I rarely game at the FLGS; while it’s quite
friendly it’s not really “local” at an hour’s drive away. And
the few times I did participate in store events (X-wing miniatures
tournaments) my enjoyment was severely tempered by their competitive
nature and the stress of having to know every rules nuance and
upgrade detail. So the only pressure to succumb to the new hotness
comes from two very manageable sources: my home gaming activities and
my own interests.
I’m certainly not saying any new hotness is inherently bad; it’s
a fact of life for professional game publishers and those consumers
who enjoy their product. Some new hotness has merit depending on
individual gamers’ tastes for system and genre...and as consumers
they bear the responsibility for how they spend their money. It can
often dominate the public face of the adventure gaming hobby,
especially when newcomers and kids see the latest fare at FLGS and
convention events. The dichotomy between the tried and true and the
new hotness, the private and public pursuit of our hobby, is an issue
each gamer faces in their own way according to their interests, play
style, and means.