About seven months ago, after Gen Con Oz, I wrote:
"There were two separate booths advertising card-based RPGs, one kind of something like Runebound and another like Descent but smaller scale. The latter was called Dash-In Dungeons and although it looked rather primitive it did strike me as a possible indication of trend. With D&D 4E moving more and more towards Descent (and Descent moving more and more towards D&D) it seems that it is the confluence of gaming – the confabulation of board, online and roleplaying games – that may be the future. That is, after all what 4E seems to be: a miniatures based RPG with heavy MMORPG influences. If Eden ever publishes the City of Heroes RPG it could be equally interesting. But this doesn’t mean all RPGs have to turn into 4E; rather it is a reminder that confluence has always been a way of breaking barriers. Ghostbusters, one of the best RPGs ever designed had equipment cards and special dice. Recently, Exalted bought back the boxed set. While costs drive smaller publishers to PDFs, I wonder if those who can hit the shelves could take a lesson on this. Would Star Wars Saga benefit from coming boxed with map tiles and several Star Wars Clix? Should Hunter: The Vigil come bundled with a CD which contains a player-finder program and a dedicated server for online play? Is there more we can learn from MMORPGs than just tanking and damage per second?"
I have been vindicated in this prediction somewhat as the two RPGs I'm working on right now are both coming in a boxed set, complete with funky dice and shiny cards - and both of them ALSO have tie ins to major computer games. Syncretism is the word.
I've been thinking about board (and card) games of late, too. Judging by what industry skuttlebutt I pick up on the lists I'm on, outside computer gaming, board gaming is becoming increasingly popular and more importantly, increasingly profitable. Despite the rising production costs to meet the demands of the pretty and despite the golden age of design creating wall-to-wall consumer choice, a decent card game or board game can now carry an entire company, and help pay for the RPGs.
Of course, any time there's a successful industry, RPGs can do more than just benefit financially. That is to say, there's a lot to be learned and borrowed, in all directions. As mentioned above, there's the idea of RPGs that look like board games - the boxed set idea, and its kinesthetic inclusions. Such things certainly make it harder to have your game destroyed through pdf theft, which, in case you were wondering, continues to gut the RPG industry like a polar bear guts a penguin. And it's not just big companies and big production values: the indie game FreeMarket has its own card deck and chips. It and others are also starting to tout the virtue of low or zero prep games, because of course that's what board games have over RPGs. Indeed, great swathes of the indie movement could be characterised as a move towards board gaming ideas: they tend to be heavy on equivalent roles for all, on strange new (and heavy) dice mechanics and of course their numerousness encourages variety, just as with board games. Once upon a time you played one RPG for years. Now, as with board games, you pull open the RPG cupboard and get a whole new rules-set every evening - maybe even two or three.
Meanwhile, of course, we have things going the other way. FFG's Arkham Horror is rife with roleplaying opportunities and also works hard to create atmosphere and story moments. There's similar stuff in Last Night on Earth and Darkness Rising. Then there's Descent which resembles not just the old Hero Quest but the old AD&D Introduction Set - and of course, is just a skill system away from 4E itself. And then there's Android, a game which is actually based around resolving your characters' personal demons.
I read a quote once from Gary Gygax in about 1982, where he's talking about what RPGs might become in the future, and he describes something almost identical to the SSI games of the late 80s and early 90s, such as Champions of Krynn, and Eye of the Beholder - ie CRPGs. I have often thought that if computer technology had happened slightly earlier or Gygax had come along later, RPGs as we know them might never have existed because there would be just no need for them. That is, everything Gygax (originally) saw RPGs as being can and is done in CRPGs and MMORPGs. Luckily, others mashed those early skirmish mini games into something else, some strange marriage of improv theatre and internet newsgroup self-insertion shared fanfiction (a hobby also called roleplaying, and which again, had it existed in the 70s, might have stopped RPGs from ever existing). And now that board games are catching up, in a sense, with the production values of computer games and the social dominance of them, we wind up in a similar place. If Gygax had had Descent, he wouldn't have needed to put Greyhawk down on hex paper.
In short, for what people want out of an RPG - to move through something like a plot, to have a character of their own design, to make meaningful choices about goals and combat, to roll dice and produce random events, to make choices IN character even if they work against what might be best for winning the game...all of these are being met, more and more, in board games. And cleverly, just as 4E made itself resemble an MMO, many RPGs are turning themselves into semi-board-games to tie into that. And this is no bad thing. But like MMOs, we must wonder if it is a somewhat futile effort, in the sense that if a much wealthier, prettier, quicker and visible industry can give people most if not all of what they want, is it silly to try and pretend an RPG is a MMO or a board game? Can it actually compete, commercially or in simple terms of attractiveness to the average player?
I'm biased. Of late, I have discovered that if I have a choice between 4e and Descent, I'll choose Descent. And I'm also at the point where I'll probably choose Arkham Horror over Call of Cthulhu. It's far less work, and it's more social, and I can choose at any moment if I want to roleplay it out or just play it as a tactical game. And if I do roleplay, I'm going to generally want do something as far away from a board game as possible (otherwise there's no point), which means something very simple and mostly diceless. I can't be the only one.
I'm not saying the industry is dying. I am saying, that the BRPG has probably arrived, and like the CRPG and the MMORPG, it can't be ignored. It's in ur market base, taking ur players. So I don't know, you might want to wear a hat.
February 16 2009, 02:27:06 UTC 3 years ago
Mine is: it goes in cycles.
I think the "Game in a Book" was really at its peak during the punk, "don't tell me what to do" apex of Vampire the Masquerade in the early '90s. People wanted freeform, dice-suggested but not diceless or "balanced" systems -- get over bad luck and act like a sort of jerk, scheme, and dominate. And rewrite the world in your image.
Other big directions for that idea: GURPS and its ilk. Create a framework to describe the world in detail. Use it for, how shall we say, "thought experiments."
I think Exalted is sort of a bellwether for this sort of development. It wanted a tight, simulationist framework for simulating world-altering punk ideas, and it had components that would have worked very well if printed on cards and sold in boosters, or even fed into a computer and represented as icons on a grid or button combos on your controller.
It was a chimera, and a great case study for "AAARGH THIS DOESN'T WORK BUT I SO WANT IT TO." Exalted was part mythmaking (sort of Amber-y) and part competitive gameplay (why not do it tactical, like Battletech or abstract like Magic?) and part "system" (but how do you "balance" Space Dragon Monkey Kung Fu with the effect of a very well-sharpened short sword?).
I think that the "Board RPG" - with roots in the greats, like TSR's Marvel FASERIP, D&D Red Box, HeroQuest - is a model that makes a lot of sense to the people who have always wanted it to come back but have had to make do with increasingly clunky iterations of "D&D GURPS" 3rd Edition, and increasingly clunky iterations of "Vampire But With Elaborate Physics Engines" like Cthulhutech, nWoD, and other multi-hour-prep-time wonders. Some of these people wanted it all in a box. And a smaller box than Descent. So, 4e. Doing it great.
Now, I think that some of the more hazy guys like Call of Cthulhu, Warhammer Fantasy and such, benefit well from being all-in-one-book (plus optional supplements), having relatively unified mechanics, and basically being terribly unfair, random and lethal. That is fun! If that's what you're looking for. If you've been presented with other types of mechanics and enjoyed those more, then there's no reason to beat yourself about the head with an unfair "Crapsack World" (in TVTrope parlance). But I think we'd be worse off without that sort of refuge for the macabre sort of "doomed antiheroes" storytelling.
I have lately liked some ultralight, near-diceless systems, like Paranoia, CineUni, and Serenity, where you roll only when narrative logic doesn't inform the results. And in many ways, I like games that are light on components but let you do ANYTHING, like Traveller (especially Mongoose styles), Star Wars Saga, and Savage Worlds.
But I've got my bases covered with the other sorts of things. I have my Card RPGs - Munchkin, Cutthroat Caverns. I've got my Narrative Boardgames - Galactica, WOW Adventure. I've got my Tactical Battles - Star Wars Minis, Infinity, AT-43, C&C Ancients, LOTR. Tons of light RPGs like 5150 from online. So finding something that synthesizes these experiences isn't TOP of my list at the moment.
But for someone with time to play one really geeky game, it may be that this sort of card-board-role-playing game is the best way to facilitate it. Hopefully!
February 16 2009, 03:44:07 UTC 3 years ago
February 16 2009, 03:23:45 UTC 3 years ago
Here's the thing: most RPGs don't support those things well with their core mechanics, but they are assumed as part of the default mode of play. This is a lot of what motivates the design of indie games.
What most MMOs live on is not the gameplay, but the network. The network is what keeps people playing, keeps people subscribing. They do network really well. It's part of the core mechanics.
Board games do easy to set up and play. Everything you need is there in the box, can be set up in under five minutes, and the how-to-play rules are generally pretty simple.
Tabletop pen & paper & weird dice RPGs can't beat those other things at the things they're best at. It's stupid to even try, and a waste of your (the creator's) time and money. Tabletop RPGs can only beat those other things at the things that tabletop RPGs are best at. And you do that by strengthening your strengths, not strengthening your weaknesses.
Other media have only drawn people away from tabletop RPGs because they have bested RPGs on aspects that they can do better. MMORPGs do accessibility and social networks and pretty pictures and visuals better than tabletop RPGs. Board games do ease of play and accessibility better. A lot of what appeals to people in other media is stuff that RPGs can do, but which they're not the best at.
It may well be that the market that wants the stuff RPGs are best at is a lot smaller than the market that wanted all that other stuff more than they cared about the stuff RPGs are best at. It may well be that if other media beat RPGs in so many respects, there's not enough let to sustain an industry. That's as may be, and if it is the way things are, it's better to accept it and move on, maybe try to get some of that stuff RPGs are best at into other media.
But RPGs can't beat other media, or even survive in competition with other media, by trying to do what those other media do best *better*.
And as to "pdf theft", puh-lease. Seriously, get off that horse before its knobbly mis-shapen legs throw you into a ditch and you break your neck. There are so many problems with that sentiment it's not even worth addressing in a comprehensive manner here. I would, though, urge you to read this article. It's about digital publishing in relation to the book publishing industry, but it's still relevant to RPGs. I would also very much like to discuss this with you in-person at some point. I think that would be a discussion worth having.
February 16 2009, 03:45:35 UTC 3 years ago
February 16 2009, 04:37:58 UTC 3 years ago
February 16 2009, 04:41:45 UTC 3 years ago
February 16 2009, 09:01:44 UTC 3 years ago
February 16 2009, 04:34:11 UTC 3 years ago
"To sum up, e-books have an incredible upside for publishers and little to no downside, since all the things publishers fear will happen as a consequence of selling e-books have already happened, and will continue to happen with or without the widespread sale of e-books."
In most cases, the industry has indeed developed its e-selling modes but this article doesn't really go into the comparison of the two things. It assumes that ebooks will be purchased, even though they are available for free.
Because the RPG market is dominated by geeks and counter-culture types - and because the RPG companies were unable or unwilling to switch modes quickly enough, or did it through lousy DRM things - this hasn't happened. Yet, I should say. But I don't think it will change. I think society generally takes what it can easily get for free, and decides that's just how things should go. RPGs are probably a good model for what's going to happen to mainstream books in 10 years time. When the new Harry Potter equivalents are released, less than half the people will go to the store to buy it because it will take ten minutes before the book is scanned and on ebookdownloads.com for free, without leaving your house.
RPGs are primarily words on a page being marketed to people who already read most of their RPG stuff online anyway and who know how to break security by obscurity. Thus the advent of etext pretty much gutted 90% of their market. The solution is, as many companies have done, to abandon the enormous costs of physical production in favour of POD or e-books, or to target collectors of physical product with unique aspects.
When I say "pdf-theft" I don't mean people stealing PDFs by breaking DRMs or anything. I mean the general assumption that RPGs are like grapes in the supermarket: they can be had for free without consequence, so they are taken. If RPG companies had had the vision and resources(!) to jump on this quickly, they might have put an esales thing in, which is like putting an honesty box next to the grapes - still not a good way to recoup money and doubly so now that it's too late and everyone's accustomed to getting them for free.
Theft meant not in a legal sense, but in a societal one: taking something of value without giving any value back, which is unsustainable. The horses and cars analogy doesn't quite work; it's more like that horses suddenly became so unbelievably easy to steal/acquire for free that trying to raise them for money became pointless. Which may have happened in the Old West, I suppose, and is probably one reason why small farmers died out in favour of big ranchers.
February 16 2009, 08:02:50 UTC 3 years ago
Let me put it this way: is every WoW player a lost RPG player? No, of course not, and to suggest so would be absurd. The vast majority of them are people that tabletop RPGs never captured, for whatever reason. WoW is better at satisfying them than RPGs ever were. Is every person who downloads a PDF for free a lost sale? Of course not. And it's similarly absurd to suggest so. Even if there was a one-to-one ratio of PDFs downloaded to sales lost (which all data everywhere suggests is astronomically, stupendously absurd), it's better, more useful, to think of it as competition. Those involved in the production and distribution of free PDFs aren't scoundrels to be scolded and bemoaned, they are simply your competitors. They have found a way to satisfy your market better than you are currently doing.
Firstly, you must accept that access to published content cannot be controlled. It's just not possible, physically or technically. DRM is conceptually flawed, and someone will always provide access. You must accept that people downloading stuff for free is not something you can ever stop. That's not something you or anyone else can do anything about. This means the entire business model of selling access to content is permanently broken. It may still work in some limited ways, but it will never again be workable on any scale.
Then you have to figure out how you're going to keep doing what you want to do, without having to rely on doing the impossible. One popular way of doing this is to shift to a service model. This is the model that WoW uses. They give away their 'content', that is, the software client, to anyone who asks for it, and charge for the service of running the servers.
What's less immediately obvious is that many other formerly or seemingly access-based business models are currently running effectively as service models. iTunes, for example, operates apparently by selling you content you can get for free. What they're actually selling, though, is the service of making the content available to you easily. My Grandma probably can't figure out how to use torrents, but she can buy songs off iTunes. An even less obvious, but far older example, is book publishers who publish editions of public domain material, like the works of Dickens or Shakespeare or whoever. They can't possibly control access to the material, since it's in the public domain. Essentially what they're selling is the service of printing it on paper and binding it for you, and maybe chucking in one or two short pieces of commentary.
So here we have three different service-based models, all not only working, but thriving.
As you say, the RPG market is not suited to services that provide ease-of-access. The answer to that is not to throw up your hands, but to try a different way of doing things. What is that? I don't know. But then, I'm not in the RPG industry. To be perfectly honest, I'm not entirely sure that the RPG industry - as opposed to a collection of people with a hobby in publishing - actually really exists in any significant way. And that may turn out to be the more relevant issue.
February 16 2009, 09:04:26 UTC 3 years ago
Anonymous
February 16 2009, 06:53:18 UTC 3 years ago
I would like to take issue with the phrase "pdf theft". It is not theft. If someone scans your rule-book and uploads it to the web for free then no one is left without. The guy who owns the book still has the book, the copyright holder still has the copyright and can publish and sell books. For something to be theft, someone must be deprived of some "property". We need to remember this because copyright is not some natural right that fell from the stars. It is a deal between content creators (like us) and our communities. They give us exclusive rights for some period so we get to eat and they get new RPGs, computer programs, etc.
When we conflate copyright infringement with "theft" we can start to think that we content producers have some natural right to protection of our ideas, which leads to the idea that we have a property and makes us look at perpetual copyright as a good thing as it protects the property. Copyright is bestowed by society and it only has value for society if it is limited. Just imagine the grim world we would live in if every idea, myth, and storyline had an "owner" with their hand outstretched to you for every passing reference. The current idea of copyright as an absolute, natural right of the owner at the expense of society is against the point of the exercise.
Sorry for the largely irrelevant rant...
Raymond
February 16 2009, 11:05:02 UTC 3 years ago
I had similar thoughts when playing the new BSG board game - it's basically everything I want in a basic Galactica rpg.
I think the trick now is to design an open-ended board game that supports campaign play out of the box...
February 17 2009, 02:39:54 UTC 3 years ago
Personally, I just hope that history will later confirm that I'm the first person to coin the term BRPG.