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In Person Pen and Paper RPGs

Are these a dead art form? Is Traveller slowly dieing off as the majority of game players switch to an all electronic format? And, if so, what if anything could we do to arrest this process, or, move Traveller as we know it into the electronic/online gaming world?

Discuss.

LR

For Extra Credit: Did you actually play Striker as a miniatures rule set, or just use it for its vehicle building options?
 
Are these a dead art form? Is Traveller slowly dieing off as the majority of game players switch to an all electronic format? And, if so, what if anything could we do to arrest this process, or, move Traveller as we know it into the electronic/online gaming world?

Discuss.

LR

For Extra Credit: Did you actually play Striker as a miniatures rule set, or just use it for its vehicle building options?

Judging from the 30+ people showing up at Encounters, versus the 6-10 that showed up in the 90's for the AD&D events at the same store... I'd say your premise is false.

Also, the average age is still the same late 20's... FTF play is still going and growing.

Much of the on line play is in addition to, not in place of, FTF. Much, but not all.
 
I think FTF aka In Person & Paper games are less common overall, in part I credit or blame LARPs and 'story-telling' RPGs as the chief culprits.

Such stated, I am doing my part to keep such alive by way of introducing my (second-generation) nieces and nephews to table-top gaming with 'simplified' versions of Battletech and Car Wars, as I had, now which seems ages back with their parents.
 
I have the Green Light to start up a Space: 1889 game in our summer Historical Gaming class next summer. Tentative Adventure: Anacondas in the Amazon
 
I just started a new campaign in Traveller the week before last. I specifically stated it was to be an "old-school paper & pencil RPG experience" and had a full group ready to play on the day I announced for at the game store, plus a few days after that, when word got around had a waiting list of 9 more, and still growing. And all of these people are new players I've never even met before so that seems to indicate a level of interest for Traveller.

Most of the people who are playing or on the wait list have told me they hadn't ever played Traveller before, had heard about it but no one ever ran it. I don't think the problem for Traveller is the lack of interest in P&P RPG's - I've never had trouble finding plenty of players in any game I ran. The problem is that nobody seems to have heard of or seen the game. That, I have always encountered over the decades: that Traveller is a niche game without any advertising or cohesive support pushing it on the market. AT least not since GDW died out for good.
 
Organized Play is what propels Pathfinder.
Organized Play is what propelled D&D 4e.
Organized Play is what is propelling D&D 5e.

ICV2's recent (Summer 2014) standings show, with only 2 weeks on the reporting window, and only 1/3 of the core rules at that, D&D5E taking second to a full period (quarter-year) of Pathfinder. And nothing else even coming close.

In order:
  1. Pathfinder
  2. D&D 5E (on just 2 weeks and the PHB)
  3. FFG Star Wars (not explicit, but I suspect both EotE and AoR)
  4. Shadowrun 5E
  5. the 40K RPG combined lines.

http://www.icv2.com/articles/news/29999.html

For Comparison, the spring ratings:

  1. Pathfinder
  2. Star Wars
  3. Shadowrun
  4. Fate Core System
  5. Numenera
http://www.icv2.com/articles/news/29329.html

D&D wasn't even on the map since mid 2013...

Note: ICv2's ratings are based upon reported sales, not plays...

FTF gaming is going strong. And not just in RPGs.

Oh, and most of those Story Games? Most of those are played FTF. The guys playing them are typically the same guys who used to get upset because you inflicted rules upon them in a Trad RPG.
 
Our F2F group is doing great, we keep bringing in new players to replace those that life has taken away.

We work to teach people that they can run a game, too. We've had about half a dozen first time refs, or at least first time outside reffing for their families in a couple of those cases.

Most of our players are not buying their own copies of the rules for the games we've been playing since moving on from Pathfinder, FWIW. We've played practically nothing but Traveller for over a year now. We've had one brief T&T dungeon delve, and a couple of one-shots of T&T and Stay Alive! (T&T zombie apocalypse variant), but otherwise it's been strictly Traveller.

Age ranges from mid-50s to 17 presently.
 
Across a table, with books and pencils and dice, is the only way the my group plays.

We've talked about going electronic, but I doubt we'll ever do it.
 
I've watched people decry the death of gaming in one way or another since I was a wee lad. It hasn't happened yet.

Pretty much, any time some dude has a hard time putting together a gaming group for himself, he gets online and posts that gaming must be dying. More likely, there's a game across town and he just doesn't know about it. It's not like we advertise these things very well, though with Meetup and Facebook groups and lots of smaller cons and game days, there's a lot more public gaming happening than ever before.

Blaming story games is absurd. Lots of story gamers whom I know (and I am one) play traditional games, too. I attended TravellerCon with my friends Mel White and Bill White. Bill wrote Ganakagok, the story-gamey-est story game that ever gamed a story. He and Mel introduced me to Classic Traveller last year. A lot of the story game designers I hang with got involved in the Old School Renaissance (personally, I love to run by-the-book Moldvay Basic D&D and Keep on the Borderlands at cons). Sure, we often end up putting our own spin on things (Dungeon World is the story game spin on Basic D&D, for example), but we respect (and play!) the classics.
 
Adam, for every Storygamer I see who plays a Trad game, i see another who (like the Estimable but loosing it Mr. John Wick) makes an assinine essay decrying Trad playstyles as "not Roleplaying."

I see online a ratio of about
1 Storygamer only
1 Story & hybrid only
1 hybrid only
1 Trad and Hybrid
2 Trad with a few concessions to storygame
2 Trad only (half of them seem to be one system only...)
2 D&D (or Pathfinder) only
1 D&D or OSR clones (including pseudoclones and retroclones)

What I see in the sales numbers quoted by friends in the industry is that Trad Games outsell hybrids 2:1 and Storygames by about 5:1...

Sample Storygames: Fiasco, Houses of the Blooded, Microscope, Freemarket... Games where the rules either resolve a whole scene/conflict or where they determine who picks the outcomes of the actions.

Trad games: the rules resolve specific actions, rather than whole scenes at once. Traveller, D&D, Palladium, etc...

Hybrids: system explicitly allows players to create elements directly, but still focuses on resolving actions mechanically and protects the "each character has one player"; often have success with complications.
Sample Hybrids: Mouse Guard, Fate, Burning Wheel, Better Games' FreeStyle Role Play

Trad with some Storygame concessions: Still trad, but having some mechanics by which players occasionally override the situation, and/or 2-axis results.
WFRP3, FFG Star Wars, Albedo Platinum Catalyst...
 
I really am not sure what your point is. I said that gaming isn't dead and people have been decrying its end as long as I've been talking to people on the Internet (or its precursor, FidoNet) since about 1990. And I think people were write Letters to the Editor in Dragon Magazine before that, decrying the death of the hobby.

If your point is to refute that we story gamers also like traditional games, all I can say is, well, most of my friends play a mix, and I'm not talking my 4 local gaming group buddies. I mean the 60+ people who attend Camp Nerdly, or the hundreds of gamer friends who attend Dreamation or DEXcon, which has a huge indie turn-out. Yeah, there are Forge Twunts who say stupid things about traditional gaming, but a lot of us have a deep respect for traditional games, and still play traditional games.

See, I wouldn't claim Wick as a story gamer at all. His games rely on traditional "rule 0" GMing techniques that story games eschew. Wick can go fly a kite, as far as I'm concerned, but he'd probably make kite-flying not fun anymore.

I see tons of traditional gamers making the same asinine remarks about how story gamers "aren't role-playing," too.


Taxonomy
I don't understand the relevance of any of the taxonomy stuff, unless you're just trying to define terms so we are on the same page. It's a lot of work to do that, though...

I consider most of the games in your Hybrid category as story games, actually. But no need to quibble over definitions as long as we know what each other means.

Where do you categorize Apocalypse World and Dungeon World and Monsterhearts and other games "Powered by the Apocalypse"? I'd guess you'd call them hybrids. To me, they're clearly story games. I mean, they have sex moves and relationship rules. <=)

Burning Wheel (and, by similarity, Mouse Guard), to me, is the most likely to fit in a hybrid category but it's got pretty radical story-gamey ideas in it. Luke was a hardcore Forge guy.

I'm not sure scene resolution is a great indicator of what a story game is, but I can go with that.

Generally, when people talk about traditional games, what they really mean is "none of that newfangled nonsense" and "the GM has a traditional role and powers" (meaning in charge, making rulings, using fiat) and "the rules are guidelines" (meaning the gamer doesn't prioritize the rules covering story structure as much as they want it to cover verisimilitude). Oh, and most of the book should be about combat and exploration, because that's what role-playing is about, or at least you shouldn't need any kind of rules for "just role-playing" (and the GM is expected to just use fiat to adjudicate anything that comes up for social stuff).

Any anything outside that box is probably labeled either "one of those story games" or "not an RPG." Right?
 
I really am not sure what your point is. I said that gaming isn't dead and people have been decrying its end as long as I've been talking to people on the Internet (or its precursor, FidoNet) since about 1990. And I think people were write Letters to the Editor in Dragon Magazine before that, decrying the death of the hobby.

If your point is to refute that we story gamers also like traditional games, all I can say is, well, most of my friends play a mix, and I'm not talking my 4 local gaming group buddies. I mean the 60+ people who attend Camp Nerdly, or the hundreds of gamer friends who attend Dreamation or DEXcon, which has a huge indie turn-out. Yeah, there are Forge Twunts who say stupid things about traditional gaming, but a lot of us have a deep respect for traditional games, and still play traditional games.

See, I wouldn't claim Wick as a story gamer at all. His games rely on traditional "rule 0" GMing techniques that story games eschew. Wick can go fly a kite, as far as I'm concerned, but he'd probably make kite-flying not fun anymore.

I see tons of traditional gamers making the same asinine remarks about how story gamers "aren't role-playing," too.


Taxonomy
I don't understand the relevance of any of the taxonomy stuff, unless you're just trying to define terms so we are on the same page. It's a lot of work to do that, though...

I consider most of the games in your Hybrid category as story games, actually. But no need to quibble over definitions as long as we know what each other means.

Where do you categorize Apocalypse World and Dungeon World and Monsterhearts and other games "Powered by the Apocalypse"? I'd guess you'd call them hybrids. To me, they're clearly story games. I mean, they have sex moves and relationship rules. <=)

Burning Wheel (and, by similarity, Mouse Guard), to me, is the most likely to fit in a hybrid category but it's got pretty radical story-gamey ideas in it. Luke was a hardcore Forge guy.

I'm not sure scene resolution is a great indicator of what a story game is, but I can go with that.

Generally, when people talk about traditional games, what they really mean is "none of that newfangled nonsense" and "the GM has a traditional role and powers" (meaning in charge, making rulings, using fiat) and "the rules are guidelines" (meaning the gamer doesn't prioritize the rules covering story structure as much as they want it to cover verisimilitude). Oh, and most of the book should be about combat and exploration, because that's what role-playing is about, or at least you shouldn't need any kind of rules for "just role-playing" (and the GM is expected to just use fiat to adjudicate anything that comes up for social stuff).

Any anything outside that box is probably labeled either "one of those story games" or "not an RPG." Right?
Not really. Apocalypse World is the terminator between story and hybrid, IMO. Most of the people hyping it aren't big fans of Trad games, and from what I've seen, it plays very unlike trad.

Thing is, Trad has a few axiomatic issues:
  • Unless there's a disad or magic involved, the owning player is the only one who decides what a PC attempts.
  • Players absolutely do NOT get to narrate stuff into existence. They can suggest it by asking, but until the GM says yes, it does not exist, and it's not incumbent upon him to do so.
  • Systems resolve actions, not conflicts.
  • Systems have one-axis results (Fumble-fail-partial-success-crit is still one axis)
That's the core of the Trad side, which is mostly gamist and simulationist games, and there are bunches of subdivisions.

Burning Wheel is in hybrid turf, because players can explicitly narrate stuff into existence, and the GM is supposed to, by the rules, say yes or set an Ob.

FFG is in hybrid turf because of both yes-and, and yes-but from the dice, as well as "flip a destiny to find a ___"...

Fate is still in the resolving actions, single axis results, but allows narrating things into existence. Same with Cortex Plus. Also, both allow forcing other PC's to act (but require mechanical engagement to do so).

Games like Blood and Honor, (or it's parent system, Houses of the Blooded,) which still resolves actions, but is about narrative control, don't play like Trad at all. In B&H, you declare the action in broad terms and narrate the leadup. Anyone with a stake in the scene can then make a roll; the dice not used for generating control are the number of things you get to say if you win the roll... but anyone with a stake can be narrated by anyone with things to say left when it's their turn on the resolution. A combat action can be simple, or it can be a complex comedy of errors, especially if the acting character fails to retain any dice for things to say with the Yes-and and Yes-but contributions.

In one case, a player made a really lame roll - 5 dice rolled, didn't get 10, and so lost the 3 dice for saying things, and the only player who broke 10 had rolled only 2 dice... and narrated the player succeeding on the attempt to embarrass the Shogun, then chickening out, fleeing, hiding, and drinking sochu until they passed out in their own vomit...

I love B&H. But my players don't. They don't like that storygame mode of not "owning" their character. That session also saw the story hijacked into a dark, cthulhuesque sexually-charged story, and resulted in ending the campaign because one player could not keep within the bounds of "don't be a jerk". He singlehandedly crossed boundaries of EVERY other person in the 6-player group that session. And he's the only one in the group who likes other storygames.

My wife will play hybrids, provided that the line of ownership of the character is not crossed. That's really the hard line in the sand for her.

Many of the OSR crowd vehemently reject player narrative input other than action attempts...

Those two camps are the extremes, and I know from discussions elsewhere that you're pretty middle of the road, Adam. But a lot of players are not middle of the road.

There are people who genuinely think even Burning Wheel goes way too far into, and I quote one of my former players, "touchy-feely player-empowerment crap."

The division of the game systems into different areas of comfort, both on the player-empowerment axis and the rules-narrative axis, has lead to what used to be "everybody who RP's either does D&D or Improv" into groups that have systems to match their sensibilities. And that makes it harder to find players locally, even tho there are more people playing now than ever before. It also has lead to a wider acceptance that there are differing playstyles, and that they aren't wrong, just wrong for certain people.
 
The division of the game systems into different areas of comfort, both on the player-empowerment axis and the rules-narrative axis, has lead to what used to be "everybody who RP's either does D&D or Improv" into groups that have systems to match their sensibilities. And that makes it harder to find players locally, even tho there are more people playing now than ever before. It also has lead to a wider acceptance that there are differing playstyles, and that they aren't wrong, just wrong for certain people.

Or it makes it easier to find people who enjoy the same things as you do. Maybe, before, people were playing games they weren't enjoying because it was the only game in town. At least now they have a name for the games they don't enjoy as much and can avoid them. ;)

In my area, I've seen a lot more advertisements looking for players to join games. Yeah, my area is pretty densely populated, but I'm saying that there are more of those kinds of games compared to a few years ago. Maybe something magical is happening in Baltimore, but I suspect it's that social media tools (and organized play) are making it easier to find likeminded gamers.

Anyway, I'm still a bit lost about your whole point here. Is it that story gamers are jerks (but I'm moderate, so I'm not one of them) or what?
 
Conventional wisdom in my group, which has been together for seven years, is that it's not hard to find a D&D or Pathfinder game in the area. But finding anything else is a challenge.
 
On the original topic, I should mention that our group has often had one or two players come in on Skype when they couldn't manage to be there in person, and at times that has been some player's way of joining the game for months at a time.

On the thread drift topic, the discussion--especially Aramis' comments--are interesting because I've had DungeonWorld recommended to me by an old friend whose tastes in DMing have paralleled mine in the past. Also, I'm looking at bringing Mecha vs. Kaiju (based on Fate Core) to the table at some point.

I've largely been insulated from discussions criticizing the differences between the systems. For the most part, I'm looking at systems that allow me to run a game with less prep time and player hand-holding/rules interpretation.
 
On the original topic, I should mention that our group has often had one or two players come in on Skype when they couldn't manage to be there in person, and at times that has been some player's way of joining the game for months at a time.

On the thread drift topic, the discussion--especially Aramis' comments--are interesting because I've had DungeonWorld recommended to me by an old friend whose tastes in DMing have paralleled mine in the past. Also, I'm looking at bringing Mecha vs. Kaiju (based on Fate Core) to the table at some point.

I've largely been insulated from discussions criticizing the differences between the systems. For the most part, I'm looking at systems that allow me to run a game with less prep time and player hand-holding/rules interpretation.

I'll note that I do not dislike storygames... but the dividing line between Traditional and Storygame is one that many players refuse to cross. Fortunately, there's a wide space that's outside both areas, and a large number of hybrids that can be used to ease players into the storygame mode.

I know 4 guys who will walk the moment that they are invited to contribute anything past creating characters.

2 of them happen to be Traveller fans... but they aren't, to my knowledge, on the boards.
 
Regarding the OP I do not think that table-top role-playing games are dying out. Until the divide between the person-to-person and digital experience can be reconciled I think table-top games will always hold a distinct advantage, unable to be satisfactorily emulated.
 
Conventional wisdom in my group, which has been together for seven years, is that it's not hard to find a D&D or Pathfinder game in the area. But finding anything else is a challenge.

Yeah tell me about it, and if you don't play minitures, or trading card games then you nearly out too!:eek:
 
How many RPG companies are still making money? How many people are making at least a part-time living from the industry? Those sorts of metrics may be a way of measuring whether the genre is alive and kicking or not.
 
How many RPG companies are still making money?

All of them that are still in business. The problem is sorting the hobbyist sole-proprietorships (which may or may not be making money) from the corporate entities (which have to be).


Tier 1: The Big Names
Paizo
WotC

Tier 1.5: Starting to become big names
Fantasy Flight Games
WizKids

Tier 2: Corporate with full-timers
Mongoose
Palladium
SJG
Hero Games
Cubicle 7
Margaret Weiss Productions

Tier 3: Less Well Known
Evil Hat
PI Games (formerly Politically Incorrect Games)
Burning Wheel (which is a collection of part-timers)
VSCA (which is a collection of part-timers)
(a bunch more that I can't recall)

Tier 4: hobbyist monetized.
(way too many)


How many people are making at least a part-time living from the industry?

The ones making a full-time living at it are mostly working for Tier 1 and 2 companies.

FFE is essentially a hobbyist level subset of Marc and his wife's Publishing business.
 
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