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The unlikely resurgence of Dungeons and Dragons

inlander.com

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Re: The unlikely resurgence of Dungeons and Dragons

#32

Is it unlikely? Board games were already growing fast. Even CCGs were growing fast, not only through video games but still as physical games too. People want to sit down and get offline and spend time with each other, _and_ people who used to do that want to get online and hang out with each other. All the RPG market needed was one publisher with good production values and broad distribution to discard a big chunk of…

FWIW: Pathfinder didn't win because it didn't have the name. The game itself is fine. But there can be only one D&D, and once WotC managed to figure out that the edition upgrade mill was a death trap and released a streamlined 5e, there wasn't much niche left for Pathfinder to fill.

Given a "Pathfinder" vs. "D&D" choice, and no overwhelming community consensus either way (the community rejection of the fourth edition is the reason Pathfinder exists as a commercial product at all), everyone's going to buy the game with the famous name.

Re: The unlikely resurgence of Dungeons and Dragons

#33

Earlier quoted context omitted.

> All the RPG market needed was one publisher with good production values and broad distribution to . Wizards was happy to oblige... I think you can make a very good case that D&D 4e in 2008 was where they decided to “discard a big chunk of its worst, thorniest rules”, and that the big innovation in 5e, released in 2014, was less about discarding thorny rules and more about reconnecting the streamlined rules with the…

It's not just that. 4e greatly simplified the rules, which made it far more accessible and playable, but it made many classes feel very much the same; every class had daily powers, encounter powers, and at-will powers. 5e managed to make every class feel unique again, and brought many of the classic D&D players back.

That's the enthusiast perspective. I think closer to the truth of the article (which is talking about broad market share among non-geeks) is the fact that 5e made D&D accessible to kids again.

I've been suckered into running a weekly game for a gaggle of 10 year olds. They seem to love the game, but have absolutely zero interest in rules crunch. They're very happy having to be reminded about which die to roll and which bonus to apply (and which special abilities might be appropriate) every single round. Fourth edition has nothing to offer these kids beyond needless complexity and edge cases.

But my son will spend hours reading through the rulebooks and stat blocks. The game hooked him even if the rules haven't. And when I think back to my own experience learning the game at 9 at the dawn of AD&D... that's just about right.

Re: The unlikely resurgence of Dungeons and Dragons

#34
We started playing a year ago, it was my first time playing since the mid-80's, and we're doing it all from my old AD&D (first edition) books and modules that I had collected from then.

We really like it because as a group of newbies - four of the five players had never played before - it gives us permission to do things that are really fun but we never really would have found time to do before. We've incorporated poetry reading, table-reading of scripts, songs, and silly tasks (I made my wife pick a real estate lockbox we didn't have the combination for, before her thief could advance to level 2).

So for us anyway, it wasn't anything about Wizards of the Coast or 5e... this is strictly Gygax-level stuff we're playing. But I think some of it is a blowback from many of us just feeling exhausted and discouraged about online life, there is greater appetite for making these sorts of memories and being creative together.

Re: The unlikely resurgence of Dungeons and Dragons

#35
I had a 25+ year gap in my D&D gaming. It started again when I moved to the PNW and met a couple in their 40's who took gaming very seriously, and started playing with them again. They introduced me to something I had overlooked: comic book stores that had Walmart-sized gaming arenas! Now I'm hooked again, but with people who care more about story than treasure. The amount of work my DM puts into backstory is insane, and he asks the same of us (well, not insane levels, but a commitment to character).

TL;DR - Playing D&D as an adult, with adults, is vastly different than playing as a teen.

Re: The unlikely resurgence of Dungeons and Dragons

#36

Earlier quoted context omitted.

> All the RPG market needed was one publisher with good production values and broad distribution to . Wizards was happy to oblige... I think you can make a very good case that D&D 4e in 2008 was where they decided to “discard a big chunk of its worst, thorniest rules”, and that the big innovation in 5e, released in 2014, was less about discarding thorny rules and more about reconnecting the streamlined rules with the…

It's not just that. 4e greatly simplified the rules, which made it far more accessible and playable, but it made many classes feel very much the same; every class had daily powers, encounter powers, and at-will powers. 5e managed to make every class feel unique again, and brought many of the classic D&D players back.

this a big point about 4e i recall more than a few pre 4th edition game circles that degenrated into pouring over books and arguing about the rules. wHEN I dm there are modifications to the rules that make more fun. for example sometimes characters dont "die" they meet thier maker and discover something about themselves or the deep lore of the campain world you have made, and then you can recycle them as if ressurected, by a deity. I think this is a very rewarding style if you have players that love to discover the story.

Re: The unlikely resurgence of Dungeons and Dragons

#37
Just figured I mention tabletop simulator which is a sandbox and editor that allows you to recreate and play nearly any boardgame ever created. I'm using it to play a tabletop RPG with some other people I met online, and it works very well.

https://store.steampowered.com/app/286160/Tabletop_Simulator...

Re: The unlikely resurgence of Dungeons and Dragons

#38

Is it unlikely? Board games were already growing fast. Even CCGs were growing fast, not only through video games but still as physical games too. People want to sit down and get offline and spend time with each other, _and_ people who used to do that want to get online and hang out with each other. All the RPG market needed was one publisher with good production values and broad distribution to discard a big chunk of…

> All the RPG market needed was one publisher with good production values and broad distribution to . Wizards was happy to oblige... I think you can make a very good case that D&D 4e in 2008 was where they decided to “discard a big chunk of its worst, thorniest rules”, and that the big innovation in 5e, released in 2014, was less about discarding thorny rules and more about reconnecting the streamlined rules with the…

4e wasn't “discard[ing] a big chunk of its worst, thorniest rules”, it was a re-write to sell splat books and accessories, to try and turn it into pen and paper World of Warcraft, and make it a miniature focused expensive game. It failed. It was D&D in name only and an abomination to those who really cared about it.

5e was the streamlining and modularization that was needed so you could play it like it was 2e, or 3e/3.5e, or even 4e if you wanted to. 5e was a return to D&Ds roots bringing along only the good stuff it had learned in 35 years.

Re: The unlikely resurgence of Dungeons and Dragons

#39
post #25

Earlier quoted context omitted.

Digital board games are superior in almost every way except face to face player interaction. For games with a high level of complexity, the analog version is always terrible. Forgetting to move a bit when the game state changes is always a sore point. Unfortunately, these games are generally more challenging to port to digital as well. For more casual games, I prefer to play in person with a beer in hand. (PS My day…

I'd love a recommendation on a starter game (or a few!) if you find yourself with a minute! I play with a group who, including myself, are novices when it comes boardgames. Between 3-6 players most of the time. We found ourselves getting really into Puerto Rico and recently tried Terraforming Mars but didn't _love_ it. I think TR would be better on a second playthrough when we actually know the rules though :). I pla…

Settlers of Catan is of course super popular/famous for a reason -- it's fairly easy to learn, the games are short, and it's well-balanced and fun (until you get sick of it).

Ticket to Ride is one of the simplest to learn fun "fancy" board games I know.

My current favorite is Power Grid, which I don't think is much more complicated than Puerto Rico, if any. If you can do Puerto Rico, you can do a game that isn't the _simplest_ out there.

The more of em you play, the easier other ones are to learn.

Re: The unlikely resurgence of Dungeons and Dragons

#40

Paradoxically, tech has actually made DnD much more accessible to the masses. When my friends and I first started playing 3.5 in middle school, we pooled our money for a single player's handbook (they were pricey back then!) and would constantly be passing it around any time anyone needed to do anything, which really slowed down the pace of the game and made it hard to get intimately familiar with the rules. Eventual…

I've timed it in actual play: it's quicker to google for a monster stat block (one from the SRD, obviously) than it is to look it up in the Monster Manual sitting right next to the laptop.
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