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Topic: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam
Started by: Le Joueur
Started on: 9/24/2002
Board: Publishing


On 9/24/2002 at 3:33am, Le Joueur wrote:
Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

This is a response to a post directed at me in the thread "What is a beginner-friendly game?" I was moved to respond there, but I feel the topic diverges from the matter of that thread.

Let me preface this by saying I had a two-hour root canal and after having the dentist come at me with that hot poker (I kid you not, it melts the root-fillers), I don't feel inclined to spare the venom. Spare me the indictment. For just a moment, before you read this, understand that I am not really arguing with Mike, but with the 'myth' that Ron expressed. I may be using Mike's words (I own that I am destroying some of his meaning by tearing them apart), but I am not arguing against him. (He names me in his soapbox rant; I return the favor.)

Mike Holmes wrote: So Fang, you agree that most people today who get introduced to RPGs get into RPGs via other gamers. Right?

Yep, that's the status quo.

Mike Holmes wrote: The sudden burst of popularity of such games can only be attributed by them being spread by word of mouth

On what do you base this? Do you include media attention (including things like Pat Robertson's once yearly Halloween crusades against Dungeons & Dragons)? Since I don't think you could substantiate this any more than I could support a contrary argument, let's leave demographic attribution out of our discussion. I'm going to talk about a fundamental change in thinking. You cannot predict how that will work on historical data or actions of the status quo.

And arguing that a paradigm shift is impossible would be countered with every clichéd description of the forces opposing innovation.

Mike Holmes wrote: How many people are, today, actually unaware of the existence of RPGs.

Now I'm gonna have to call you on 'the present is everything' fallacy. Of Americans? Certainly the bulk of adults have heard of them.

It's all fine and good to state the status quo, 'everybody has heard of D&D.' That has no affect on the future. As a matter of fact, I'd argue that if that's the state of things, it cannot do anything but change.

The real question is down or up?

Will public interest in gaming grow or wane? That's the real question.

Mike Holmes wrote: The point is that this ten minute discussion makes that half page "What are RPGs" obsolete.

You are creating an argument that is not at issue in my post. I really don't care about that half page. It takes a lot more than a half page description to make a game 'entry level.'

Nothing in my post spoke to the 'what is gaming' description, so trying to make that argument with me is pointless. I was calling to task the 'myth' Ron describes as "that anyone encounters the activity as a consumer first and a practitioner second." Not only is that not a myth, I suggest that designing games only for practitioners will kill the industry.

If you make all games only for practitioners, then let's assume they are the only ones who will play them. Where do new practitioners come from? Word of mouth, indoctrination, and evangelizing (did I miss any?). Will these practitioners stay for life? Probably not. Advertising won't work because all you could advertise is 'go find a group to teach you.' I can't prove it, but I think this is pretty much the state of things right now; this is the status quo.

How do you make the audience grow in this model? Increase the growth and decrease the loss. Well, I don't really see the utility in creating games that induce aggressive indoctrination or evangelizing. Viral marketing has possibilities for word of mouth, but I can't really say how that would work (or if it has). And 'keeping' them? I haven't a clue.

What I think is we need to leave behind this idea that 'games should only be written for practitioners.' It bankrupted TSR and almost White Wolf; FASA is no longer preaching to the choir. Wizards of the Coast made a lot of green 'finding new markets.' I argue that just because it hasn't been done before does not prove it can't be.

Mike Holmes wrote: So what you're left with is those people who wander into a book store, and see a copy of D&D, buy it, and try to teach themselves what it's about. This is a truly small group.

There you go with the status quo again. I think we can all agree that it won't do any better than it has and I'm not saying that it will. What I am saying is that we need to 'think outside the box' here.

Do I have the answers? Hardly. But I can say categorically that if we stick to the status quo, we'll go the way of the dinosaur.

Mike Holmes wrote: Because, do any of you have a problem with people getting into RPGs through other gamers?

Not at all. Do you have a problem with a market of more than one kind of game? Maybe three kinds of games? One for practitioners (who ever said we had to abandon them?), one for entry-level gamers (so what if they heard about it, let's 'thin the membrane' keeping them out), and one for both.

Besides, you're creating a false dichotomy here. Is it really impossible to keep getting new gamers through initiation and from outside the box? Does one replace the other? No, they both must exist if the industry is to grow.

Has it been done? Not that I've seen. Can it be done? You can't prove it won't work, especially if you base all your arguments on the status quo.

Mike Holmes wrote: And Fang, how is making a game "more accessible" actually going to get people to get into RPGs more?

You certainly can't expect me to defend someone else's desire for "more accessible games." (Accessibility is good, not just for new customers, but for practitioners as well; gaming in general could do with a good dose of accessibility.) Making games "more accessible" is suffering from 'more of the same' syndrome; if you're going to 'think outside the box,' you've got to get past the idea that games 'are nearly perfect.' Perfection cannot be a goal, it can't even be thought of as static.

You want to get more people into gaming? Get them onto new shelves. Get them into new forms and shapes. Innovate! Stop twiddling with die mechanics and social contracts around the table; do something completely different. I was stunned when live-action role-playing games didn't simply explode onto the scene. When I looked into it, I realized that (outside of the 'host a murder' stuff) the potential was strangled by its legacy in tabletop games (that's in the American market, of course). I am still surprised that a portal product hasn't been created for collectible card players. I mean, get the focus more personal (on you playing a character) Wizards of the Coast; where's the Dungeons & Dragons collectible card game? HeroClix is only a step away from marrying action figures with role-playing games, if only it shed the table.

(I mean think about it. Role-playing games sold at party supply stores? How about a card game like The Riddle of Steel that happens to have role-playing rules in the back? What if a kid, buying the cool new Spawn figure discovered that a 'clicking indicator' on the back let him have imaginary battles and there was a pamphlet of role-playing game rules in the bubble pack? Completely new markets, virgin territory, new exposure; these would require something completely different than just 'reheated D&D rules.' Think outside the box.)

Mike Holmes wrote: Penetration of the products has gone about as far as it can. Just how large, do you estimate, is the crowd of people who really want to play RPGs but just don't know it yet?

If you follow the status quo, you're overlooking a completely untapped market. What about the kids, Mike? Every time I take my son to school, I see dozens of people who haven't even heard of Dungeons & Dragons. Yu-gi-oh is making good book man, where are the role-playing games? Are you expecting the thirtysomethings to break in all the first-graders?

Mike Holmes wrote: Isn't it better to virally market to new gamers by making the rules accessible such that they can be taught easily? If you want new gamers, shouldn't that be your #1 priority?

No, Mike, that would be status quo. Don't get me wrong, we should definitely support the practitioners; without a doubt they are our core market. But if we could reach people who will never be interested in tabletop games, but will still like role-playing than we will reach farther than ever before. Why should we be happy with what we already have in hand; let's get more!

It's really simple. If we keep with the same old, we'll probably achieve similar results. What if we do all that and go for these new markets? Will the combined approach automatically lead to a smaller audience overall? That is 'head in the sand thinking.' Let's get our head out of the sand and out of the box. Ron is waging a one man war to change the current industry (good job that), but I really don't think his 'myth' is all that mythical.

Fang Langford

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On 9/24/2002 at 8:46am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

The first two RPGs my group bought were WHFRP and Mechwarrior (I was young and more foolish than I am now). But we bought them because we liked the wargames Warhammer and Btech (young and foolish). I was part of the standard group that moved from table-top to RPGs. Such a leap is common because the step from tabletop to RPG is small, especially traditional RPG.

RP is about being a character, RPGs at present are about being a character, obtuse character creation and combat mechanics. This is because character play was added on to traditional tabletop games, a small jump to the current situation.

I would think that a lot of kid's first exposure to RPGs these days is from computer games, basically BG engine games. This must lead to D&D sales to new players. I don't know the sales figures but I would guess TV and movie RPG tie-ins, LotRings, Buffy, Star Wars etc, represent most of the rest of newbie sales.

More coming...

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On 9/24/2002 at 8:47am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

The jump from a computer game or TV show to a pure RPG is a big jump, much bigger than from a wargame. As such, the total number of Star Wars fans going from movie to RPG would be a small percentage of the total movie viewing public. Maybe RPGs should be focussed on product with very little jumps. A narrativist version of Buffy would be a much smaller jump than the version that's out there, I think it would sell and play better.

Perhaps there could be a variant on the How to Host... with a dice mechanic, perhaps a system where a player must divulge information as long as he fails to beat a tgt number (his conscious or something). The game would appear largely the same, dress up and clue solving, but you have a small jump to RP elements.

At present the thinking appears to be, how do we take standard RPGs and make them feel like Star Wars? To design games coming from movies, or whatever, I think the best way to look at it is how do we take the current product and add character play onto that?

Jeremy

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On 9/24/2002 at 1:23pm, Le Joueur wrote:
Unboxing Star Wars

nipfipgip...dip wrote: The jump from a computer game or TV show to a pure RPG is a big jump, much bigger than from a wargame.

I don't know about some computer games. I remember Final Fantasy IX, it had hit points, a rigid separate combat system, experience points and so on, very traditional role-playing game. The real difference would be to put the player into the position of any character and give the setting in a non-linear fashion; use the imagination not the Playstation.

I think the only reason it seems like a big jump from television to role-playing game is because it hasn't been done yet (much). A game like SOAP really goes a lot farther towards capturing the 'feel' of a soap opera, and that's still 'thinking in the box.'

nipfipgip...dip wrote: As such, the total number of Star Wars fans going from movie to RPG would be a small percentage of the total movie viewing public. Maybe RPGs should be focused on product with very little jumps.

"A small percentage?" If only "a small percentage" of Star Wars fans would like role-playing games, do realize how many people "a small percentage" of Star Wars fans would be?

All that aside, I think the "very little jumps" idea suffers from exactly the 'in the box' thinking I was ranting about. It sounds like it implies that if tabletop role-playing games were 'just a little better' they'd sell like hot cakes. Well, we've been trying that for years; it doesn't seem to make a difference.

I mean, just wild speculation, but what if we created a toy light sabre that kept track of hit points and so on, like a digital player-character assistant. Heck that isn't even that far out of the box. What if you could come up with a role-playing game that wasn't based on tabletop role-playing games, one that wasn't aimed at practitioners but at Star Wars fans, and got it into the toy stores. It'd almost have to be designed for consumers. That would be 'mythical' according to Ron, but I really feel like it's about time we gave it a try instead of insisting it won't work.

nipfipgip...dip wrote: Perhaps there could be a variant on the How to Host... with a dice mechanic

Whoa! That's way 'in the box.' Lose the dice; they're probably the biggest tabletop dinosaur. The card idea might be useful; I think Cheapass Games is really busting their humps to create role-playing games that 'break the mold' and can appeal to currently-non-gamers. Button Men is a tiny step in that direction.

I myself am highly mired 'in the box,' but by the sound of it I have a window seat because I seem to see some of the outside from here.

nipfipgip...dip wrote: At present the thinking appears to be, how do we take standard RPGs and make them feel like Star Wars? To design games coming from movies, or whatever, I think the best way to look at it is how do we take the current product [the movies] and add character play onto that?

Now that is thinking outside the box!

Fang Langford

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On 9/24/2002 at 1:36pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Have you looked at WOTC's discontinued Pokemon Adventure game? It is designed to 6-8 year olds introduced to roleplaying. (According to insiders, it wasn't discontinued because of a lack of sales. It sold really well. It was discontinued because of politics in the Hasbro/WOTC empire.)

Also, Jared mentioned Clue over on rpg.net. I haven't played the D&D Clue but it seems to me something like Clue could easily be an introductory rpg.

The Transformers action figures have had statistics for each figure for over a decade. It's a real shame they never put any simple rpg rules in there (at least as far as I know).

And what about the bags of plastic figures you can buy at the store for a $1? You know, army men, dinosaurs, cowboys and indians, etc. Put a page of simple rpg rules in every bag and how many roleplayers would we bring in to the fold?

Trying to think outside the box,
---Jon

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On 9/24/2002 at 3:08pm, Clay wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Jon,

Take a look at Microwar, my very own attempt at this. The game is a great success with kids, by the way.

Clay

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On 9/24/2002 at 3:19pm, Jeremy Cole wrote:
Re: Unboxing Star Wars

Le Joueur wrote:
I think the "very little jumps" idea suffers from exactly the 'in the box' thinking I was ranting about. It sounds like it implies that if tabletop role-playing games were 'just a little better' they'd sell like hot cakes. Well, we've been trying that for years; it doesn't seem to make a difference.


First up, the jumps I'm talking about aren't in game design, its the jump the player has to make to move from a mainstream entertainment product to an RPG. The idea is that there currently exists a big space between a mainstream product and a roleplay product aiming for the same demographic, precisely because its all still 'tabletop'.


I remember Final Fantasy IX, it had hit points, a rigid separate combat system, experience points and so on, very traditional role-playing game. The real difference would be to put the player into the position of any character and give the setting in a non-linear fashion; use the imagination not the Playstation.


I have been told by FF players, and players of Interplay games that they 'don't get' table top games. Here the big jump computer RPGers have to make is to GM-Player interplay, and description and versatility over set graphics. I think Vampire the comp game had an interesting idea, the multiplayer game had a GM, who built levels for his players to hack through, and the GM could listen to player's requests and react in game. I have no idea if it worked, was fun or even released to the public.


I think the only reason it seems like a big jump from television to role-playing game is because it hasn't been done yet (much). A game like SOAP really goes a lot farther towards capturing the 'feel' of a soap opera, and that's still 'thinking in the box.'


I don't mean a big jump to making RPG that simulates TV, I mean the big jump Buffy watchers have to make to play Buffy RPG. Here, a small jump would mean layering character interplay over Buffy style scripts or something.


"If only "a small percentage" of Star Wars fans would like role-playing games, do realize how many people "a small percentage" of Star Wars fans would be?


There is a small percentage. That percentage has a decimal point and a lot of zeroes before a one, but it is percentage. If the jump from movie to RPG was smaller, or even Star Wars computer games to RPG, that percentage might even be substantial. The lightsaber is in the right direction, but you're still defining RPGs as having hitpoints. IF the Lightsaber game was about being Luke, or telling Luke's story, then its RP.

quozl wrote:
And what about the bags of plastic figures you can buy at the store for a $1? You know, army men, dinosaurs, cowboys and indians, etc. Put a page of simple rpg rules in every bag and how many roleplayers would we bring in to the fold?


It would still be a wargame, though, not a RP. Why not put in character descriptions, ethics and loyalties for the figurines. Kids could play the combat freeform, but they would know have characters on the field, and might think about the cause of all that carnage and melting plastic. In this sense I guess my GI Joe games were roleplay.

Jeremy

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On 9/24/2002 at 5:51pm, Le Joueur wrote:
A Myth is as Good as a Mile

nipfipgip...dip wrote:
Le Joueur wrote: I think the only reason it seems like a big jump from television to role-playing game is because it hasn't been done yet (much). A game like SOAP really goes a lot farther towards capturing the 'feel' of a soap opera, and that's still 'thinking in the box.'

I don't mean a big jump to making RPG that simulates TV, I mean the big jump Buffy watchers have to make to play Buffy RPG. Here, a small jump would mean layering character interplay over Buffy style scripts or something.

I see we are both strongly mired 'in the box,' but we're working on it. Just like my light sabre reference, I think you're implying a heavy 'tabletopesque' type of game here. I can't really say that arguing Buffy will say very much on my initial point. (Although it could be an interesting discourse.)

My 'internal model' of what makes a role-playing game or not is anything that satisfies the "well, if it were me..." urge people have. How does that translate 'outside of the box?' I haven't got that answer.

I don't need it.

I'm not going to single-handedly reincarnate the role-playing game publishing industry; I couldn't even if I wanted to. I'm just one man and I might be wrong. I am confident, however, that declaring myth the idea that we could write successfully for people who are "consumers first...practitioners second" is a mistake. One that will cut us off from the larger portion of the population, people who aren't gaming.

If I wind up creating an ultimately divisive point resulting in factionalism, then I'm sorry. But I do think that to assume the future lay only in marketing role-playing games to people who're initiated by the existing market is a sure way to aim for an ever-shrinking audience. I don't think we need to fight here.

How about this? Anyone who subscribes to Ron's idea that practitioners are the only worthwhile audience should consider themselves gaming's biggest supporters. What they shouldn't do is tell anyone that any other way is mythical; let's agree to disagree. You guys sell to existing market and anyone they recruit; we'll aim for new markets, new audiences, and new vistas. Really, there is room for both (especially for companies bound to create products that do both).

Fang Langford

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On 9/24/2002 at 6:25pm, Ron Edwards wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Hi Fang,

You're mis-paraphrasing me quite badly, as well as extending my point regarding a very specific question well beyond any reasonable bounds that I'd apply it to.

"... Ron's idea [is] that practitioners are the only worthwhile audience ... "

... is not at all what I said. Nor does it reflect anything that I'd agree with.

I have not, at any point, stated what I think the worthwhile audience for RPG marketing is. I do think it's deducible, given my essays in the Sorcerer books about creating and developing a socially-functional role-playing group, which Fang hasn't read. I also think it's deducible given my emphasis on active, societally-honest play (i.e. not keeping RPGing in the closet).

I'd be happy to describe my outlook in this matter in a nutshell, but no one has asked me. I haven't done so spontaneously because I really, really dislike being assigned an outlook which is then refuted by the same person - it forces me to disclose "what I think" as a form of self-defense, which is a very bad position to be in and to be heard. I am especially disinclined to comb the thread of origin and demonstrate, line by line, just where my comments have been mis-read and misinterpreted.

Please feel free to continue the discussion and address the myth that Fang is rightly trying to explode. Please don't ascribe its origins and support to me.

Best,
Ron

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On 9/24/2002 at 7:39pm, Gordon C. Landis wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

I guess I want to toss a couple thoughts into this discussion -

1) I agree with Fang that it would be *very* interesting (and perhaps - PERHAPS - have a big impact on expanding the RPG user-base) to investigate completely new and different ways to sell/market/expose/whatever the RPG activity to the population. I've thrown a few such things into my posts here - try and leverage the computer entertainment distrubution channel rather than the standard "RPG industry". Or move into the "family game" world (Monopoly, Trivial Pursuit). Or an out-there innovation - get Starbucks (e.g.) to carry your game.

2) These are all high-risk, high-expense (of money, time and/or expertise) ventures. The "help each individual gamer expand their own play groups" may not have as big a "splash", but it costs a lot lesss, with a (probably) more reliable, if smaller-scale, result.

I guess that's it. Oh, and a question - the "Murder Mystery dinner party" games (by, primarily, Decipher?) were mentioned either here or over in the other thread - does anyone know how widespread play of these games is? Bigger than RPGs? Smaller? That might tell as a little about marketing alternate-"RPGs" into alternate-audiences.

Gordon

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On 9/24/2002 at 8:42pm, Mike Holmes wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Yeah, what Ron said. I understand why you wrote what you did (you did put caveats in), but my only point was adressing the idea of the "intro paragraph" and I was rebutting you only as it pertained to that point (hell, I said that I was only proffering my anecdotal evidence to counter the anecdotal evidence of others; bad form to go after something like that). You could have just started from the basics without responding to my post to sound off.

In point of fact, I have nothing against trying to break out of the status quo. Given Universalis, I'd say that while still traditional in most ways, that I have little regard for the "box" as such. Yes, lets get out there and reach the new gamer. All I've said is that little paragraphs on "What is Role-playing" won't cut it. In fact, I'd say you pretty much made my point for me, Fang, thanks.

This all said, now, I must say that you're doing a great job of leading this charge from the rear. 'I think we can do it maybe, but it won't be me that does it!' Nice warcry. To quote Margaret Meade, "Never doubt that a small group of thoughtful committed citizens can change the world, indeed it's the only thing that ever has." This goes doubly so for so small a thing as RPGs. Lots of room to grow.

Now, I admit that I haven't a clue as to how to do this either (but then I'm not the one rattling his saber). In previous threads people have suggested various things. This actually led me to sign up to be a member of a group that was supposed to be dedicated to demoing games (remember on GO). Never got off the ground. But doesn't mean that it couldn't work.

Others have suggested that we make RPGs more mainstream somehow. Well, that's a tall order. How do you do that? The best suggestion I've seen is someone who said that they were going to try to make a movie that was about RPG gamers that showed them in a positive light. Who knows, might work.

The problem with getting outside-the-box is that, once there, will we like what gaming has become? I mean, if gaming does become mainstream, am I still going to want to play? Will it look anything like an activity that I find interesting? I'm not sure that staying away from that isn't all bad. In any case, I prefer trying the harder road of getting the mainstream to become like us, rather than changing gaming to become the mainstream. (Cards, Fang? That's your big idea for getting out-of-the-box?)

Anyhow, I think the first step is to refrain from telling people how not-outside-the-box their ideas are. The first step in moving to a new paradigm is to brainstorm. And that means no judgements.

Anybody else have an idea on how to get more gamers into the fold?

Mike

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On 9/24/2002 at 8:46pm, Mike Holmes wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Gordon C. Landis wrote: Oh, and a question - the "Murder Mystery dinner party" games (by, primarily, Decipher?) were mentioned either here or over in the other thread - does anyone know how widespread play of these games is? Bigger than RPGs? Smaller? That might tell as a little about marketing alternate-"RPGs" into alternate-audiences.


Yeah, good question. Why is it that gamers see these activities as more mainstream? Are they? Or are they just prepackaged LARPS that only gamers play, and infrequently? Any hard data on this? I've played in LARPS, and I know that a lot of Bed and Breakfasts devise their own little murder mysteries, etc, but I've never participated in a store bought Murder Mystery. Never heard of anyone who has, for that matter.

Mike

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On 9/25/2002 at 4:00am, Le Joueur wrote:
Sorry

Hey Ron,

Ron Edwards wrote: You're mis-paraphrasing me quite badly...

Please don't ascribe its origins and support to me.

For what it's worth, I think you might have been myth-tifying out of context, but that doesn't really matter, consider it dropped. It was a poor way to point out that I was neither defending the "half page, 'what is gaming'" text, nor suggesting "accessibility."

Hey Gordon,

Gordon C. Landis wrote: 1) I agree with Fang that it would be *very* interesting (and perhaps - PERHAPS - have a big impact on expanding the RPG user-base) to investigate completely new and different ways to sell/market/expose/whatever the RPG activity to the population....

2) These are all high-risk, high-expense (of money, time and/or expertise) ventures....

Outside of the Box:

1) First we need to simplify 'what is role-playing gaming' (and I don't mean for print on a "half page"), in a fashion similar to Scott McCloud does in both Understanding Comics and Reinventing Comics. His model realizes the potential for taking comics on-line and into many new media. That would be 'out of the box enough for me.

2) I'd argue the true risk is not trying and losing our audience is the biggest expense.

Gordon C. Landis wrote: Oh, and a question - the "Murder Mystery dinner party" games (by, primarily, Decipher?) were mentioned either here or over in the other thread - does anyone know how widespread play of these games is? Bigger than RPGs? Smaller? That might tell as a little about marketing alternate-"RPGs" into alternate-audiences.

Sales must be worthwhile, I haven't been to a Games by James or Wizards of the Coast store that didn't still stock these games and their direct descendants.

Hey Mike,

Mike Holmes wrote: I understand why you wrote what you did (you did put caveats in), but my only point was adressing the idea of the "intro paragraph"

This was the main reason I 'split off' (been doin' a little too much of that lately) from the previous thread. My writing is never as clear as I wish.

Mike Holmes wrote: This all said, now, I must say that you're doing a great job of leading this charge from the rear. 'I think we can do it maybe, but it won't be me that does it!' Nice warcry. To quote Margaret Meade, "Never doubt that a small group of thoughtful committed citizens can change the world, indeed it's the only thing that ever has." This goes doubly so for so small a thing as RPGs. Lots of room to grow....

Make that "...but it won't be me that does it alone!" and you'll get what I was edging towards. I have no messiah complex; I won't fool myself thinking that I 'know what must be done.' Make no mistake, I have every intention of 'pushing the envelope;' if I'm lucky, it will turn out to be me. Or not; that won't stop me from advocating growth.

I'd be clam-happy to be part of that "small group," I'm just not going to commandeer that label.

Mike Holmes wrote: The problem with getting outside-the-box is that, once there, will we like what gaming has become? I mean, if gaming does become mainstream, am I still going to want to play? Will it look anything like an activity that I find interesting? I'm not sure that staying away from that isn't all bad. In any case, I prefer trying the harder road of getting the mainstream to become like us, rather than changing gaming to become the mainstream. (Cards, Fang? That's your big idea for getting out-of-the-box?)

Good questions, all. That might be one place to start brainstorming. What is the single point that has to exist in everything that will be called role-playing gaming? (Don't answer that; start a new thread¹. This is the 'call to arms' thread.)

Personally, I think either of your interactions with the mainstream are beyond my courage level. (Change them? Not me. Become like them? I'm not sure I know what that is.) What I am talking about is not doing anything in regards to the mainstream, as a stream. I want to make role-playing games totally ubiquitous. I want people to find it impossible to go into any store and not see some role-playing game related product. (Hey, I can dream big, can't I?) We won't be catering to the 'stream' of mainstream, it'll have assimilated us.

(No, Mike, 'cards' is not my "big idea for getting out-of-the-box." Not by a long shot. It was an example of my confusion of why no one tried it. It just seems so obvious to me; just a short stepwise move at least to the side of the box from what we have.)

Mike Holmes wrote: Anyhow, I think the first step is to refrain from telling people how not-outside-the-box their ideas are. The first step in moving to a new paradigm is to brainstorm. And that means no judgements.

Are you sure? I think a sound round of everyone pointing out how 'in the box' we all are (including me) is the best way to start brainstorming. Without those kinds of judgements, I can't see any such brainstorming as much more than blowing smoke. One of the best ways to 'think outside the box' I've encountered is to start by exercising to become aware of the box in all of its pervasive glory. (Warning, I do everything in a deliberate way; it is important for others to do it differently or we can't get to everything.)

But is it worth it? Does anyone think we should stick to the tabletop?

Fang Langford

¹ Or let me.

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Topic 3593

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On 9/25/2002 at 12:42pm, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Re the Who Wants to Host, as Fang said the sales must be reasonable, and in my opinion the mark-up looks like it might be very healthy.

Anyhow, the idea I was trying to get at is that most RPers come from tabletop games, and that is a small initial market. For any other potential roleplayers, the move from the initial product is huge, to RP as it currently sits. There is no reason why roleplay (and here I'm thinking of just character and story) can't be added to other existing products.

Maybe if Star Wars Roleplay was more like the movies and less like a wargame it might be taken in by more Star Wars people.

Jeremy

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On 9/25/2002 at 6:03pm, Seth L. Blumberg wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Fang wrote: First we need to simplify 'what is role-playing gaming' (and I don't mean for print on a "half page"), in a fashion similar to Scott McCloud does in both Understanding Comics and Reinventing Comics.

Would it be worth taking a page from McCloud's book and writing an RPG that expresses an answer to the question "what is RP gaming"? Would that even be meaningful?

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On 9/25/2002 at 7:35pm, Le Joueur wrote:
Hmmm....

Seth L. Blumberg wrote:
Le Joueur wrote: First we need to simplify 'what is role-playing gaming' (and I don't mean for print on a "half page"), in a fashion similar to Scott McCloud does in both Understanding Comics and Reinventing Comics.

Would it be worth taking a page from McCloud's book and writing an RPG that expresses an answer to the question "what is RP gaming"? Would that even be meaningful?

An interesting thought experiment, what would the user play? A game designer? Oooh, that could be fun; maybe like InSpectres exept with game design. We could collaborate, Ron could write the 'dealing with the three tiers' part, Clinton would get the Internet and business start-up part, I could do the design specifications part (we'd run specifics as a rating you roll against to see if your product does what you want in playtest). Yeah definite possibilities.

Or we might wind up with a definition of 'the state of things,' like "Indulgent, Unstructured, Engaging, Communal, Narrative Entertainment Enacted with Consensual Suspension of Disbelief." Woof!

Fang Langford

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On 9/25/2002 at 8:43pm, Seth L. Blumberg wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Fang wrote: An interesting thought experiment, what would the user play? A game designer?

Great Ghu, no! Is the bulk of Understanding Comics about the professional life of a comic book writer/artist? That wouldn't tell the player anything about what games were, only what the gaming industry was.

No, the players would play gamers. Obviously.

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On 9/25/2002 at 8:48pm, Clinton R. Nixon wrote:
Re: Hmmm....

Le Joueur wrote: We could collaborate, Ron could write the 'dealing with the three tiers' part, Clinton would get the Internet and business start-up part, I could do the design specifications part (we'd run specifics as a rating you roll against to see if your product does what you want in playtest). Yeah definite possibilities.


Or Clinton could not. Clinton thinks being "out of the box" isn't going to get any new gamers - just people playing with strange new electronic hit-point using lightsabers.

Clinton especially thinks a game about gamers will not bring in any new people - just the opposite. Its self-referential text will only highlight the illness that permeates the social fabric of gamers today.

Clinton thinks you can get new gamers by:
a) not falling into the social retardation trap most gamers do, and
b) inviting people to game.

Not that revolutionary, I know - but I've never tried to be.

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On 9/25/2002 at 9:19pm, Le Joueur wrote:
RE: Re: Hmmm....

Clinton R. Nixon wrote: Clinton thinks you can get new gamers by:
a) not falling into the social retardation trap most gamers do, and
b) inviting people to game.

Not that revolutionary, I know - but I've never tried to be.

Oh no, you don't get off the hook that easily.

Well? What are the ways we do a) or b) that are effectively 'outside the box' of the way we do it now?

It doesn't have to be revolutionary. Heck, it'd work better if it weren't.

So?

Dang Langford [sp]

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On 9/25/2002 at 9:32pm, Clinton R. Nixon wrote:
RE: Re: Hmmm....

Le Joueur wrote:
Well? What are the ways we do a) or b) that are effectively 'outside the box' of the way we do it now?

It doesn't have to be revolutionary. Heck, it'd work better if it weren't.


Oh, how to answer this...

Clinton's not-really-revolutionary ideas for finding new gamers
1. Ask someone at work - someone who isn't a gamer - to join in your game. You'd be amazed at how many people won't do this. Fuck - I won't do this.

2. Talk about your game like you would any other hobby. I finally started doing this, and it's awesome. I'll tell you something crazy - if I didn't have a girlfriend, I'd have a super-hot date because of gaming. The girl at the print shop (print shop girls are always yummy) took one look at Donjon and started flipping through it, telling me, "This is really cool." She's called me twice "to see if I need more copies."

Tell fucking strangers. If someone asks what you do for fun, say "I play role-playing games."

3. Put up a notice ("looking for new participants") at a local gathering place - a coffee shop or whatever. Make sure people that don't game can understand it. Here's where your "what is a RPG?" paragraph needs to go.

4. Here's a cool one: put up a notice offering to play RPGs with kids at your local gathering place. It's like free babysitting. Someone's going to do it, and kids will love it. Seriously.

5. Lastly, recognize the following:
- Whether subconciously or conciously, many of us deal with emotional and social issues through gaming.
- Most people deal with these same issues through everyday human interaction.
- RPGs attract the freak element because these are people who can't deal with these issues through everyday human interaction, so they turn elsewhere.

Armed with this knowledge, either do one of two things:
a) Seek normal human interaction, and don't be a weirdo, or
b) Seek out the introverted, the sullen, the quiet creatives. Seek out the people you pass everyday that look at the ground. Seek out these people scrambling around for an outlet and give them one.

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On 9/26/2002 at 1:36am, Le Joueur wrote:
I Was Looking for Something New?

Clinton R. Nixon wrote: Clinton's not-really-revolutionary ideas for finding new gamers
1. Ask someone at work - someone who isn't a gamer - to join in your game.

2. Talk about your game like you would any other hobby. I finally started doing this, and it's awesome.

Tell...strangers. If someone asks what you do for fun, say "I play role-playing games."

3. Put up a notice ("looking for new participants") at a local gathering place - a coffee shop or whatever. Make sure people that don't game can understand it. Here's where your "what is a RPG?" paragraph needs to go.

4. Here's a cool one: put up a notice offering to play RPGs with kids at your local gathering place. It's like free babysitting. Someone's going to do it, and kids will love it. Seriously.

Good advice, but a little overdone. All the people 'in the box' already know about these. I don't suppose you have some non-revolutionary new ideas?

The whole point for this thread was to get beyond the status quo. If we don't, I think we can expect more of the same. I mean, point blank, none of the above fits in a game design (yet). This is about publishing; at least put these things into publishing context.

I ran a playtest for James Wallis where the game actually awarded, among other 'outside of game time' things, evangelizing and role-playing game advocacy. (Still looking for those mechanics to pop up in a New Line game.) That would put it into game design.

Fang Langford

p. s. Are gamer geeks getting you down lately? Sheesh.

p. p. s. The secret agenda behind this thread was to get people thinking so far out of the box, when they came back they'd have fresh new perspectives on simply what to do 'in the box.' That, this isn't.

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On 9/26/2002 at 2:55am, Clinton R. Nixon wrote:
Re: I Was Looking for Something New?

Le Joueur wrote: [Good advice, but a little overdone. All the people 'in the box' already know about these. I don't suppose you have some non-revolutionary new ideas?

The whole point for this thread was to get beyond the status quo. If we don't, I think we can expect more of the same. I mean, point blank, none of the above fits in a game design (yet). This is about publishing; at least put these things into publishing context.

...
p. s. Are gamer geeks getting you down lately? Sheesh.

p. p. s. The secret agenda behind this thread was to get people thinking so far out of the box, when they came back they'd have fresh new perspectives on simply what to do 'in the box.' That, this isn't.


Fang,

As I told you above, I don't believe 'out of the box' ideas are necessary, or will even work. All the ideas I've heard espoused so far in this thread is a way to get people to play other games.

I didn't get involved because I don't trash on other people's ideas. I only responded when you volunteered me for something (lending my name to your ideas) and then asked me more questions about my answer. My first answer was clear - did you think I was going to say something different?

By the way, I've never seen a gamer do any of the above. When any of them happen, it's rare. Gamers may know about them - but they don't act that way. "Gamer geeks" aren't getting me down - but I'm getting down with gamer psychology, and it's a scary place.

I am not playing your game.

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On 9/26/2002 at 4:15am, Le Joueur wrote:
Not My Intention

Clinton R. Nixon wrote: I am not playing your game.

I'm sorry; I thought it was obvious that the "let's make a game about gaming" side light was obviously a lark. It wasn't my intention to draw you into anything. I hadn't expected you to respond, at least not seriously, otherwise I wouldn't have mentioned you.

You're a really great guy for all the things you do for the Forge and independant games. I had no idea you were taking this so seriously and I apologize. I was under the mistaken impression that you were carrying on the humor; I was wrong and withdraw the questions.

Besides that, this is no game. I am quite serious about the 'beyond the box' stuff. I felt it was high time to build up some text to point to next time someone whines about the 'shrinking gaming market' or how 'CRPGs are stealing all our players.' Or that gaming is dead or dying.

It may not further the goal of independant role-playing games in a direct, tangible, measurable fashion, but I hardly think it is a useless exercise or 'a game.' I know I have gained a few new insights and have refreshed some of my motivation. (I mean, amusement park LARPs? Viewmaster games? Wow!)

I'm sorry if it left a sour taste in your browser, but I can't please everyone.

Fang Langford

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On 9/26/2002 at 2:58pm, Eugene Zee wrote:
Some points

Hi everyone,

I wasn't going to say anything but this is a really important thread.

Just an observation. It seems that there is some negativity flowing in this thread (I am not pointing any fingers) and that is probably because we are passionate about this topic. I think that this idea is important enough to forgo the judgements, comments and retaliations. Again I am not saying that any one person is responsible for this, I just feel that this is one of the most vital topics that we are facing in this industry.

One point that I will raise that I think is an especially good idea is creating a "gateway" type of game. We have been discussing this idea and I am very protective of our ideas but after some thought I realized this is a good sounding board.

A "gateway" game concept is a game that is very much like the Wizards pokemon rpg. It has to be targeted to young children aroung 8-11. The product has to be based on a licensed product that has a strong track record with the appropriate age group.

The way it is written and designed are really important. De-emphasize rules and work on the character development. Intertwine concepts where kids can make decisions, like bravery vs. self-preservation, selflessness vs. selfishness, etc. Make the scenarios short and run by an adult. There are a host of other things in the design that are important but I know that you guys can think of 100 others.

A "gateway" game has to be sold through traditional rpg channels but also chain bookstores (hence the ip). It has to be marketed in schools, children's magazines and libraries. We have to use PR instead of advertising.

To draw in a new group of players we have to go younger and invest the time in growing our market. Older people are more set and less likely to be changed and teens are already targeted by this industry aggressively.

I have been considering this for a while and would love to hear your input.

Regards

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On 9/26/2002 at 4:03pm, quozl wrote:
Re: Some points

Eugene Zee wrote: A "gateway" game concept is a game that is very much like the Wizards pokemon rpg. It has to be targeted to young children aroung 8-11. The product has to be based on a licensed product that has a strong track record with the appropriate age group.


I have an idea for a non-licensed product that may fit your criteria. Like you said, use the Pokemon Adventure Game as a base but instead of pokemon monsters, use bugs or dinosaurs. They have instant recognition and appeal for kids and are quite similar in effect to the Pokemon monsters.

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On 9/26/2002 at 4:35pm, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Quozl,

That sounds workable. The real challenge is getting it onto the children's book shelves at B&N, Borders, etc.

We actually have an ip in mind, I can't say which but we are looking into it.

Because then I would have to...um...hire you. ;)

Regards

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On 9/26/2002 at 5:40pm, Le Joueur wrote:
Don't Think You're the First

Hey Jon, Eugene,

Excellant stuff!

My partner and I have been thinking along exactly the same lines for a few years now. Our first choice was Goosebumps (my wife has this uncanny knack for picking winners before the 'hit'), we even got as far as the contact information and who owned the rights. We didn't because the product couldn't be ready. Next up, she identified Harry Potter shortly after the first book came over as the Goosebumps replacement. Still, the product wasn't ready, but we had a better idea what we wanted.

For us, part of the design of the product is not just being a 'gateway' to gaming, but to have representatives 'on the inside.' Say you pick up the Scattershot supplement for Harry Potter. You get to like gaming and look for more; what would be easier, Scattershot or another system (with associated learning curve)? That's right, brand loyalty. (We're talking big dreams here.) This is why we're taking it so slow; we want to get it right. The second reason is to make it super-easy to turn out a new supplement for 'the next big thing' (makes fad chasing easier). We're also keeping tabs on her knack, seeing how well it keeps pace; it's one of the crucial parts of this concept.

Anyway, we want to have the 'gateway' product as well as the 'easily identifiable' products 'inside the box' to connect it to. Once ya get 'em, ya gotta keep 'em, right?

The neat thing is this presents a potential 'end run' around all the problems Ron so rightly discusses with the three tier marketing of role-playing games. First of all, it uses a slightly different marketing machine. Second, and I know this from the bookstore end of things, rightly chosen it pretty much guarantees orders. When Goosebumps was going through, our store ordered anything and everything that carried the license and imprint; no saving throw. If you pick the right license, the sales may follow like this.

However, we have never licensed a product and planned to work extensively through a lawyer. I can't stress enough the importance of not signing an agreement that says you'll pay anyone money other than a percentage (and being careful about that too), without a lawyer's practiced eye. Don't agree to pay a fee you can't afford because you think you'll sell enough; if you can't afford to waste the cash on the spot, don't sign. That'll be our primary limiter when we go for our licenses; if we ever do.

Good luck with the intellectual property and don't spend anything I wouldn't.

Fang Langford

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On 9/26/2002 at 6:46pm, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Fang,

Thanks for the input. Goosebumps sounds like it would have been a great idea for a project like this. It's too bad, I would have liked to see that. We currently are wrapping up a licensing deal for a fantasy fiction line that has sold over 1 million copies worldwide and is receiving funding to shoot a $60 million movie. So I am up to my neck in licensing goo. I got great advice from a friend that has maybe 5-10 licensed rpg products and is a veteran of the industry. And you know what? One of the things you said sounded just like what she said. :) Good advice. Thanks.

I would really like to hear about everyone else's thoughts on a project like a "gateway" game. Especially Ron and Clinton (whom I don't get to hear enough from). Mike, Ralph et al., as well.

I kind of feel that we all as publishers and members of the community have a vested interest in carefully and thoughtfully growing the industry.

Regards

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On 9/26/2002 at 7:50pm, Mike Holmes wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Eugene Zee wrote: I would really like to hear about everyone else's thoughts on a project like a "gateway" game. Especially Ron and Clinton (whom I don't get to hear enough from). Mike, Ralph et al., as well.
To be a skeptic, didn't D&D have just such a gateway game? How did that do? What did it do wrong?

Mike

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On 9/26/2002 at 8:21pm, Eugene Zee wrote:
Good question

Mike,

That is an excellent point and it is one that we were thinking about. Yes they did have one and I think it did not do so well. But consider the medium. In D&D your goal is to hoard money, improve your character etc. It has so many aspects that do not fit with a young gamer model. Young gamers (7-12) won't seek it out unless they are carefully mentored by a roleplaying group. So a D&D product that relies on the interest of these kids to independantly pick up the game and so forth has a strike against it from the start.

But what about a product that stems from something that they know and love. Six and seven-year old girls that play with Barbie's (don't worry I'm not sexist, little boys can play with Barbie too;P) buy Barbie computer games. The same is true about the Spice Girls and many other ips.

The key is that D&D will almost never work as a gateway because kids don't care about it. We have to find a subject matter that they love and want more of and slowly introduce roleplaying to them. 8-year olds can be many years away from being interested in D&D but they can get there.

I believe roleplayers don't only have to be born or found by chance, they can be developed from people who normally would never become interested because of insufficient exposure.

Regards

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On 9/26/2002 at 8:25pm, wyrdlyng wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Something's bothering me about all of this and I think I've figured it out.

The ideas of a gateway game that's being thrown about all seem to somehow be simpler versions of existing rpgs, no? Now, if you're targeting 8 to 11 year old kids doesn't this seem wrong? Perhaps it's just my experiences but most 8-11 year old kids I know would require sedatives (or a video game) to sit still for any period of time. Which is why I think we're using the wrong tool.

IMHO, a good first-tier gateway for this age group would be something active which incorporate some of the concepts of rpgs such that when they get older and more sedate the ideas presented in second-tier gateway games would not be foreign or unfamiliar.

At that point, probably 12-14, you use something more rpg-esque. Even something like a very simplified LARP would be a good gateway for the 3rd stage which would be a social gathering along the lines of modern rpgs.

Of course all of this is based on the assumption that there is not an older gamer to "bring them into the fold." This is targeting those who might see something and be curious and as they get comfortable with concepts they continue to delve deeper.

Take a look at Megabloks. If this isn't a gateway into the realm of wargames then I don't know what is. You have small, highly detailed, sculpted, Lego-like figures and established armies which fight each other. All that's missing is some rules and dice and you have the basis for most fantasy wargames.

I think if someone wants to bring newcomers into rpgs then you need to make the gateways things which they already might be doing.

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On 9/26/2002 at 9:15pm, Le Joueur wrote:
In What Terms?

wyrdlyng wrote: The ideas of a gateway game that's being thrown about all seem to somehow be simpler versions of existing rpgs, no?

The ones that Eugene is talking about, yes; the whole thread, no.

wyrdlyng wrote: Take a look at Megabloks. If this isn't a gateway into the realm of wargames then I don't know what is. You have small, highly detailed, sculpted, Lego-like figures and established armies which fight each other. All that's missing is some rules and dice and you have the basis for most fantasy wargames.

Yeah! I got some of these! There so close to what I wanted out of Warhammer Fantasy. Neato (although the plastic is as 'flexible' as Legos, darnit, and the castle parts suck when you want to 'build big').

wyrdlyng wrote: I think if someone wants to bring newcomers into rpgs then you need to make the gateways things which they already might be doing.

Bingo!

That's why I keep asking where the Collectible Card Game Dungeons & Dragons is. Rather than a one-on-one 'master of realms' style, I think you could make it a one-on-one personal style...or something. But where is it?

Or for that matter any others?

Are they waiting for us to design them?

Fang Langford

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On 9/26/2002 at 9:16pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

The Pokemon Adventure Game is the example Eugene used. I recently picked this up at KB Toys on clearance for $2. It's interesting, not a simpler rpg but a battle game where you make in character choices. Each mission is very short (maybe 20 minutes?). The real question is: Did kids actually play it? According to WOTC, plenty of them sold but it's hard to tell if they actually got played.

I agree that wargames can be a gateway to rpgs especially if they're skirmish level like you'd play with action figures or LEGO figs. (I'm a LEGO man, don't mention that yucky clone brand!) I think Wiz Kids' Mage Knight and Hero Clix will bring in rpg players. (It was just announced that Toys R Us would be carrying Hero Clix!)

But this is "in the box". There's got to be something else out there that nobody's tried yet. How can you go from freeform "let's pretend" to rpg rules? Put another way, why would you (or an 8 year old) want to?

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On 9/26/2002 at 9:28pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

quozl wrote: How can you go from freeform "let's pretend" to rpg rules? Put another way, why would you (or an 8 year old) want to?


And now I will try to answer my own question. I was 8 years when I discovered rpgs. My cousin (who was 9) showed me AD&D's Monster Manual and I thought it was the most incredible thing I'd ever seen. It had all these fascinating things in there and they were all rated so you could tell how string they were in relation to each other. I wanted to play but my cousin said we couldn't because we need the other books. I wanted to play anyway, freeform, but he declined. He then showed me a complete rpg, Top Secret. He said I could read the rules and we could play that. So I read them. There was lots of cool stuff in it but the rules did not make any sense to me. I could have played it freeform but my cousin wanted to play by the rules. So we did and it sucked and we went back to our usual freeform roleplaying (always based on stuff you could find in the encyclopedia -- my cousin was a stickler for going by the book).

So why would I (as an 8 year old) want to play an rpg? To do all the cool stuff I see in the book! If you wanted me as an avid roleplayer then, all you would have had to do was put some simple rules in that Monster Manual on how to use the stats they provided. When I got older and wanted more detail, I'd buy more books. If you wanted me as a Top Secret player, you'd just have all the cool spy stuff and simple rules on how to use it and some martial arts too.

Surprisingly, based on me, I guess I've come to the conclusion that if you want to sell an rpg to kids, sell them a monster manual or a spy gadgets book or a sci-fi goodies book with very simple rules for avoiding the "I shot you--you're dead", "No you missed" problems you get with freeform.

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On 9/26/2002 at 9:34pm, Valamir wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

So....then Killer should be the ultimate gateway RPG, yes?

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On 9/26/2002 at 9:38pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Valamir wrote: So....then Killer should be the ultimate gateway RPG, yes?


I would think so although you might want to put in some disclaimers saying to ask your parents before setting traps all over your house!

Sadly, I only came across that game right after high school. It was still cool but I can only imagine all the fun I would have had with it as a kid.

For those who need the reference: http://www.sjgames.com/killer/

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On 9/26/2002 at 9:42pm, Eugene Zee wrote:
Got locked out

Hi guys,

Sorry I was in the middle of posting when I lost access.

Wyrdling. I felt the remark you made about the kids attention spans was a very good point. The solution that we can up with was that kids would spend more time acting out their characters in game play. Much like a LARP and Table top put together. But you already said that. Well, I agree with you retroactively. Also if we do things the right way we may be able to mesmerize the children with a good story, that they can help write.

I think where I was trying to go was to get the kids used to roleplaying as a positive and fun form of playing in an interesting setting and as a result we can groom and grow the next generation. Although you are right, in essence a "gateway game" could be a simplefied altered roleplaying game, I think that is ok. I think we may have to start from the edges of the box because we want them to end up in the box. Also, I do think an adult would have to be present, not necessarily a roleplayer but someone who could be a "storyteller".

Quozl, I think that we go from freeform to more rules all the time. That's the thing. Kids want less rules (more expression and fun) and believe it or not adults want more. So if you gradually incorporate more rules in stages it will work. In the beginning the children go on quests with their characters and can grow and add to their PC's in simple ways but what this does is get them used to the roleplaying format of fun and hunger for more as they get older. The more out of the box you go..the more you risk not being an effective gateway. Each designer has to determine what their ultimate goal is. Draw a larger miniature gaming market. Grow the roleplaying market. Or just create a unique product that children will think is cool and play. I think they all have their attractions.

Megablocks. Sounds like little green army men. :)

Regards

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On 9/26/2002 at 9:42pm, Ron Edwards wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Hi there,

I'm probably going to draw quite a bit of fire for suggesting this ...

... that "let's pretend" games are not the procedural precursor of role-playing.

Yes, I know all the "what is role-playing" introductions say that it's "cops and robbers" with rules to resolve disagreements, but I think that claim is false. For one thing, rules don't resolve disagreements, they introduce unpredictability. I've noted that functional Drama-rules in role-playing serve this purpose no less than Fortune mechanics do. For another, the bulk of cops-and-robbers play is hide-and-seek and chasing - neither of which correspond to any kind of activity during role-playing.

The baseline of RPG activity is Exploration, and being able to cooperate in produced shared Exploration. The first step is no problem; daydreaming is the child's stock-in-trade; all kids daydream and enjoy imagining either themselves or others doing dangerous and interesting things. But creative daydreaming is a little different - having the "authority," so to speak, to generate imaginative situations that interest someone else. And finally, communicative, creative daydreaming is a final step, and it requires a social context for that activity. Bluntly, I can think of no activity in elementary education that encourages this ability.

Best,
Ron

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On 9/26/2002 at 9:50pm, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Ron,

Fire, fire, fire. :)

I realize that there exists no medium for a reasonable precursor to roleplaying but can we create one. If we can, what would it look like. I have a suspicion that it will look very much like a simpler roleplaying game in a dramatic format or something similar.

What do you think?

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On 9/26/2002 at 9:52pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Ron Edwards wrote: But creative daydreaming is a little different - having the "authority," so to speak, to generate imaginative situations that interest someone else. And finally, communicative, creative daydreaming is a final step, and it requires a social context for that activity. Bluntly, I can think of no activity in elementary education that encourages this ability.


That's interesting. Maybe it was the subversive influence of my cousin but that's what we did when we played "let's pretend". Sure, we played the occasional cops and robbers but a lot of the time we just sat around and played like you described.

For example, we would start with a million dollars and say were big shot ranchers. We'd spend our money on the best pickup, rifle, dogs, etc. and then interact. "Your dog ran onto my property so I shot it." We'd also devise secret codes and invent espionage stories surrounding them.

Was I weird for an 8 year old? I don't know but I do know one 8 year old at least who does similar sorts of things (usually with his LEGO bricks) and he's never been exposed to rpgs, just things like Zelda and Pokemon.

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On 9/26/2002 at 9:55pm, Ron Edwards wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Hi Jon,

I did that with my Legos, and also with my toy animals and my action figures. I agree with you that it's the activity I'm looking for as the bridge, and I'm interested to know how it can be recognized, matured, and encouraged. I also found the number of friends who could do it with me to be pretty rare; they usually changed the game into one form or another of "break stuff we built," or got bored with keeping an ongoing storyline in mind.

Best,
Ron

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On 9/26/2002 at 9:56pm, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Quozl,

I don't think you were a weird 8 year old. Maybe now, JK. ;)

I think that the key is cooperative and creative play to reach a mutual goal. Not really too much structure but a little direction. A little structure will be introduced by the kids but thats all.

Regards

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On 9/26/2002 at 10:02pm, Clinton R. Nixon wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Ron Edwards wrote:
I did that with my Legos, and also with my toy animals and my action figures. I agree with you that it's the activity I'm looking for as the bridge, and I'm interested to know how it can be recognized, matured, and encouraged. I also found the number of friends who could do it with me to be pretty rare; they usually changed the game into one form or another of "break stuff we built," or got bored with keeping an ongoing storyline in mind.


This brings me to a very "out-of-the-box" idea: that role-players aren't created by any sort of marketing - instead, they're born or socialized into the role.

I don't believe there's a "magic bullet" that's going to get more people into role-playing. I think people find role-playing because they need it, and the only way to get those people who do need it and haven't found it yet is by telling them about it.

I see no evidence that the community is exposing others to RPGs - especially those that need RPGs. I'd love to be proved wrong.

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On 9/26/2002 at 10:05pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Ron Edwards wrote: I also found the number of friends who could do it with me to be pretty rare; they usually changed the game into one form or another of "break stuff we built," or got bored with keeping an ongoing storyline in mind.


While that was true with boys, it wasn't so true with girls. Playing house always seemed to be pure story, even soap opera. It did always turn into something involving running or some physical action after about 20 minutes, however (this was when I was 6 or 7).

I don't know but I've heard that schools are using more roleplaying-like activities now to teach kids. Does anyone here know this to be true or false?

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On 9/26/2002 at 10:06pm, Mike Holmes wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Ron Edwards wrote: I did that with my Legos, and also with my toy animals and my action figures.


To add a data point: sandbox. We used stones for currency. I called the game economy.

Mike

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On 9/26/2002 at 10:08pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton R. Nixon wrote: This brings me to a very "out-of-the-box" idea: that role-players aren't created by any sort of marketing - instead, they're born or socialized into the role.


It would be more optimistic to say non-roleplayers were socialized out of the role. Personally, that's what I believe.

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On 9/26/2002 at 10:15pm, Clinton R. Nixon wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Jon,

I'm not going to argue whether you or I are right, but I want to point out that this argument brings into question that egalitarian idea that's always brought up: "Everyone can role-play."

Ok - I will argue. I think that idea is, frankly, bullshit. Why?

- Some people can't role-play. Seriously - some people just don't have this capability. I can program in seven languages and read 500-page novels in a day, but have no spatial reasoning. It happens.

- Role-playing fills a need in people's lives that some people don't have. I think the answer to this entire thread's question lies in the answer to another question: Why do people role-play?

The most common answer I've ever heard when asking someone, "Why do you role-play?" is "It's fun," or "For enjoyment." The fact is, that's not an answer. We're highly complex machines - fun comes from somewhere. It wouldn't be fun if it didn't strike something in you that made it fun. My question: what is that something? Why is roleplaying an enjoyable activity to some people?

When we find that out, then we can make sure everyone that would enjoy it knows about it.

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On 9/26/2002 at 10:19pm, Walt Freitag wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Bluntly, I can think of no activity in elementary education that encourages this ability.


Except, of course, for just doing it. Which I and a similarly nerdy friend did together in elementary school from second grade on. At almost every recess. For years.

Most was just freeform descriptive narration, primarily of elaborate settings and histories rather than stories involving individuals. It was weird and probably doesn't lead anywhere productive, other than to point out that some will do it on their own.

I only recall one separate game we played that was more structured. One of us would narrate to the other a death-trap or imprisonment scenario (in second person: "You're locked in a stone room with spikes on the ceiling, which is slowly moving down..."), and the other had to describe an escape. I'd like to say this was our metaphor for the public school system or the Cold War or something, but it was probably more inspired by those cliffhanger deathtrap scenes and implausible escapes from the Batman TV show.

Shadows comes awful close to the mark here, doesn't it? Or does our hypothetical precursor activity have to not involve any grown-ups?

- Walt

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On 9/26/2002 at 10:34pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton R. Nixon wrote: Jon,

I'm not going to argue whether you or I are right, but I want to point out that this argument brings into question that egalitarian idea that's always brought up: "Everyone can role-play."

Ok - I will argue. I think that idea is, frankly, bullshit. Why?

- Some people can't role-play. Seriously - some people just don't have this capability. I can program in seven languages and read 500-page novels in a day, but have no spatial reasoning. It happens.


We may just disagree about this at a fundamental level because I not only believe everyone can roleplay, I also believe everyone already does.

Do you have a job and act like a different person in front of your boss because that's the kind of person that gets promoted? That's playing a role.

Do you go to a movie and think about what you would do if you were the main character? That's roleplaying.

etc., etc.

Now you're probably going to say, but that's not a role playing GAME. You're right. Some people won't ever be interested in rpgs. What I hope this thread is doing is getting people to think of how to connect people that would like rpgs with the roleplaying these people already do.

I hope that makes sense because it's the cornerstone of everything I've said in this thread.

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On 9/26/2002 at 10:38pm, Clinton R. Nixon wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

quozl wrote:
Now you're probably going to say, but that's not a role playing GAME. You're right. Some people won't ever be interested in rpgs. What I hope this thread is doing is getting people to think of how to connect people that would like rpgs with the roleplaying these people already do.

I hope that makes sense because it's the cornerstone of everything I've said in this thread.


Jon,

It makes perfect sense, and I don't disagree with it at all. In fact, it's the cornerstone of a lot of my arguments: some people need more role-playing than they get in their everyday lives, and turn to RPGs to fulfill that need.

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On 9/26/2002 at 10:44pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton R. Nixon wrote: It makes perfect sense, and I don't disagree with it at all. In fact, it's the cornerstone of a lot of my arguments: some people need more role-playing than they get in their everyday lives, and turn to RPGs to fulfill that need.


I think that need goes unfulfilled in many people's lives brcause rpgs are stigmatized in their eyes. So what do they do instead to try to fulfill the need? Maybe if we could recognize that behavior, we could try to reach them too.

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On 9/26/2002 at 11:19pm, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Wow! I come home from work and there are 50 posts.

Quozl and Clinton, I have a question. Are you gusy saying that there is some sort of indicator that you believe can be used to find people who can be successfully introduced to roleplaying?

Also Clinton, I agree that people don't roleplay because of marketing but I do think that marketing has to be a consideration if you are trying to introduce new people to the market. Even if it is grass roots marketing.

Regards

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On 9/26/2002 at 11:42pm, Valamir wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

I remain somewhat skeptical of the concept of gateway game.
Is there any evidence that young kids introduced to a certain type of game tend to morph into general gamers at a higher rate than shear random chance would suggest.

When CCGs were running rampant and dedicated RPers were getting annoyed at their favorite game stores being taken over by card players, the frequently heard refrain was. Don't hate CCGs its bringing new players into gaming. I've seen, however, no evidence that CCG players begin playing RPGs or wargames with any greater frequency than old fashion "hey wanna try this game?" would do.

Similiarly when fantasy miniatures games began taking off and historical gamers of ancients, civil war, napoleonic, or micro armor minis games were getting pissed off at the gaming tables in their favorite stores being taken over by a bunch of elves, we heard a similiar tale. Warhammer will bring more players into miniatures gaming...Didn't happen. I've been to HistoriCon in Lancaster, PA (one of the largest purely wargame and mostly mini wargame conventions left) and have seen no evidence of an influx of former WH players now playing Johnny Reb.

So I guess I'm kind of cynical about the concept. It might be a good game, it might be fun for the young kids, it might be wildly popular (like Pokemon)...but will it actually effect the rate at which those kids crossover to "full fledged" gamers...I'm dubious.

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On 9/26/2002 at 11:44pm, Clinton R. Nixon wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Eugene Zee wrote: Wow! I come home from work and there are 50 posts.

Quozl and Clinton, I have a question. Are you gusy saying that there is some sort of indicator that you believe can be used to find people who can be successfully introduced to roleplaying?


I might be.

This is one of those times I should formulate a complete thought first, but I'll answer your question.

Earlier in the thread, I said (in response to Fang asking me how to get new gamers): "Seek out the introverted, the sullen, the quiet creatives. Seek out the people you pass everyday that look at the ground. Seek out these people scrambling around for an outlet and give them one."

I think that's your indicator. I've come to believe that certain people enjoy role-playing games because they do not get enough role-playing in real life. That is, their social skills are poor enough that they do not resolve their emotions through normal everyday interaction. Therefore, they find the act of further stimulating and resolving these emotions through role-playing with like types very pleasurable.

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On 9/27/2002 at 1:21am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

The argument seems to be based around forming;
a gateway game to ween people into RP
vs
people who want to game will find it.

I think there might be some detail in the middle worth fleshing out.

Most people don't RP. Almost everybody watches movies, and most do it for plot, exploration and escapism (if the definitions I've are not exact, perhaps inclusive of one another or whatever, I think my point is still vaild). To assert that the majority of people don't enjoy these elements is wrong, and these are the staples of RP . I think the reason for the lack of popularity of RP comes from other areas. Can we accept that 4 hours around a table every week for two months is not an acceptable situation for most of society? Is pretend fighting something a lot of people don't need?

More to come...

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On 9/27/2002 at 1:21am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

If you want to bring RP to the masses, I think we to fundamentally change it. I think the wargame connections have to be thrown out part and parcel. What if it wasn't Mr Gygax and instead Roman Polanski who first decided he wanted to pretend to be an Elf? He would have come from cinema, and attached a very different kind of feel to RP, with its own strengths and weaknesses. I think if RP can be envisaged along these lines RP could find a whole new audience. Can RP can be attached to any and every entertainment group?

I think rather than 'getting 'em while they're young', or building games for what market there is, there might be a lot of ground in making games that facilitate RP for people who aren't us. For people who don't want what we love, but may enjoy many elements of it, if its designed with them in mind.

Jeremy

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On 9/27/2002 at 1:45am, Le Joueur wrote:
Cynics Rule!

Valamir wrote: I remain somewhat skeptical of the concept of gateway game.

...So I guess I'm kind of cynical about the concept. It might be a good game, it might be fun for the young kids, it might be wildly popular (like Pokemon)...but will it actually effect the rate at which those kids crossover to "full fledged" gamers...I'm dubious.

[ironic]No, you're right. It'll never work; in fact, let's resolve to never do anything experimental or even try to reach new audiences. What's the point?

There, is that sullen enough to make me a candidate to play role-playing games.[/ironic]

What are we arguing here? It's not worth even trying? By anyone?

I don't buy any wet blanket argument based on 'it won't work.' No way to tell = it's worth a shot. What exactly will we lose just trying? Nobody's putting a gun to your head and saying you have to do it (or even like it).

Fang Langford

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On 9/27/2002 at 2:27am, deadpanbob wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton R. Nixon wrote:

Earlier in the thread, I said (in response to Fang asking me how to get new gamers): "Seek out the introverted, the sullen, the quiet creatives. Seek out the people you pass everyday that look at the ground. Seek out these people scrambling around for an outlet and give them one."

I think that's your indicator. I've come to believe that certain people enjoy role-playing games because they do not get enough role-playing in real life. That is, their social skills are poor enough that they do not resolve their emotions through normal everyday interaction. Therefore, they find the act of further stimulating and resolving these emotions through role-playing with like types very pleasurable.



Clinton,

I agree that this is one indicator. In my gaming experience, I've seen others as well:

The Social gamer - comes along with a buddy or more recently in my later years, with a significant other. This person can be hard to convert.

The Spotlight Seeking Extrovert - I've known a lot of people in my gaming groups who fit this profile. They are generally quite outgoing, popular, usually into drama (again, folks, remember that this is based on my experience) and/or fine arts. The game because they like the idea of being the Star or the Hero. They usually have very good social skills.

The Power Tripper - to an extent this is me. I tend to GM, and I like the power. When I do don ye old player guise and sit in someone elses game, I find myself drifting heavily into gamist mode if I'm not careful, in a not-so-subtle attempt to take over the game from the GM. I'm not extroverted, but I'm not a wallflower either. I never was, in fact.

Again, in my experience, I see these types of gamers too. There are ways, based on these profiles, through the dreaded M word (marketing) to target such people. Problem is, most game publishers, and certainly most indie-rpg publishers don't have the money or resources to find and target these folks directly.

One of the things that attracts me to the Forge and to success stories like Clinton's and Ron's is their keen knack for on the cheap direct marketing. I think one of the things that could really make a difference in widening the audience for RPGs is a really hardcore use of Direct and Databased Marketing - the professions that are trying to deliver on that whole 1:1 marketing idea you may have heard about.

With enough of the right kind of resources, the budding RPG publisher can find untapped target audiences for RPGs.

Are there enough of them out there to sell 10 million copies of a game overnight? Probably not. But there may be enough out there to ensure that another generation or two of RPGers gets solidified before all of us dinosaurs die off.

It would have to start with a place where actual game purchasers/players can be identified and their behavior tracked - places like the registered user base of WotC or WW or RPG.net or here at the Forge. Once those folks behaviors have been analyzed, there are ways to profile this behavior and then seek others who fit the profile and directly market a game to them - via direct mail, electonrically, telemarketing.

All of this, of course, costs money. The only viable options, aFaI can tell, is the internet/web/e-mail channel. It could work, but I've not known any gaming companies to use this model at all - and I'm registered at most of their sites and have purchased games from most of them online.

Big missed opportunity here if you ask me. BTW - in case you didn't know it from elsewhere - this is what I do for a living - Direct and Databased Marketing, Marketing strategy development, and Marketing and Research analysis.

Cheers,

Jason

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On 9/27/2002 at 3:07am, Eugene Zee wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton,

I agree that the trend in rpg players currently is the folks who have a tough time expressing themselves in social situations, etc. However I'm afraid that we limit ourselves too much to say, "Our population are the 'socially challenged' (I use the term loosely)." What if the fact that most roleplayers are SC is because roleplaying is considered an activity for that type of person. If that is true, it is the responsibility of the entire industry to change that. I believe that the situation is the other way around. We need to change the industry to invite more people of other types in. For example, women are more common now than before in rpgs and this change has a reason. There was a concept before that only nerdy, geeky guys played RPGs. And now its just nerdy geeky people. ;)
I'm not saying that I am right but I think that it is something we should think about.

Ralph,
I used to work with children (ages 6-15) running D&D games in an afterschool program. Many of them that would not normally be exposed to roleplaying played in my daily games. They were of mixed age, sex, personality type and many other factors but they all loved it. Many of them are still roleplayers. Did more than the normal percentage of them, in relation to the rest of the population, pick up roleplaying. I'm not sure, I don't really have those numbers. But I guarantee that if you go to Alex, who is now a gorgeous young woman, and talk about roleplaying, her response will be way different than if she had never played before. I agree that kids will probably not just mighty morph into an RPG ranger but I think that ultimately the gateway game will make our market larger by changing the perception of rpgs and making more people open to trying another rpg as they get older.

Finally, I want to say that although I think the "gateway game" is a great idea, I don't think it is a sure thing. I think it is going to take some thought and development like we are doing right here to work. Maybe it won't even be a rpg, it doesn't matter. The point is to thoughtfully and carefully get more people doing what we love to do and to add to the industry.

Regards

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On 9/27/2002 at 3:11am, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

deadpanbob wrote:

It would have to start with a place where actual game purchasers/players can be identified and their behavior tracked - places like the registered user base of WotC or WW or RPG.net or here at the Forge. Once those folks behaviors have been analyzed, there are ways to profile this behavior and then seek others who fit the profile and directly market a game to them - via direct mail, electonrically, telemarketing.
<snip>
BTW - in case you didn't know it from elsewhere - this is what I do for a living - Direct and Databased Marketing, Marketing strategy development, and Marketing and Research analysis.

Cheers,

Jason


Would you be interested in making a personality type survey for the people here at The Forge? Would Clinton and Ron be open to having a survey hosted here? We could get actual information on what type of people gamers are (at least the ones here at The Forge) and perhaps see what behaviors in others can be marketed to.

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On 9/27/2002 at 4:21am, Walt Freitag wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

...directly market a game to them - via direct mail, electonrically, telemarketing.


Instead of the telemarketing part, could we do something a bit less obnoxious? Like, say, wrapping ads for role playing games around rocks and throwing them through people's windows at midnight?

- Walt

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On 9/27/2002 at 12:37pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Clinton R. Nixon wrote:
Eugene Zee wrote: Wow! I come home from work and there are 50 posts.

Quozl and Clinton, I have a question. Are you gusy saying that there is some sort of indicator that you believe can be used to find people who can be successfully introduced to roleplaying?


Earlier in the thread, I said (in response to Fang asking me how to get new gamers): "Seek out the introverted, the sullen, the quiet creatives. Seek out the people you pass everyday that look at the ground. Seek out these people scrambling around for an outlet and give them one."


I guess I should answer this question too. I agree with what Clinton said and I would also add anyone who either doesn't fit in with society or doesn't care for what society cares for. I think many intelligent people fall into the latter category because society is too mundane for them. Look around. At least at The Forge, I would suspect there are a higher percentage of intelligent people than you would normally find.

Of course, if you combine the two categories, you get criminals. While you probably don't want to market games to them, it might be worth reading up on the psychology of criminals to see if games could be marketed to people like them. (Hopefully before they become criminals!)

I'm really not inferring all roleplayers could be criminal masterminds but it sure sounds that way, doesn't it?

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On 9/27/2002 at 12:46pm, wyrdlyng wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Busy, busy, busy.

Clinton wrote: This brings me to a very "out-of-the-box" idea: that role-players aren't created by any sort of marketing - instead, they're born or socialized into the role.


I do agree that even if you create the ultimate "Gateway" not everyone will turn into a gamer. Roleplaying is a specific pastime much like collecting stamps or scrapbooking. They don't appeal to everyone and probably never will.

However, I think trying to convert the world isn't what we're talking about here. I think we're looking for a way to make roleplaying more commonly recognized as a valid pastime thus reaching those who would enjoy the hobby but that are not aware of its existence. And at the same time make roleplaying a more popularly accepted hobby rather than something which is played by social outcasts in basements.

Zee wrote: Are you gusy saying that there is some sort of indicator that you believe can be used to find people who can be successfully introduced to roleplaying?


My major is Computer Animation, not Psychology so I'm not completely sure that you can just brand certain personality types as being innately attracted to roleplaying. There may be some common traits between gamers but there are just as many differences in personalities as well.

Which leads to...

quozl wrote: Would you be interested in making a personality type survey for the people here at The Forge? Would Clinton and Ron be open to having a survey hosted here? We could get actual information on what type of people gamers are (at least the ones here at The Forge) and perhaps see what behaviors in others can be marketed to.


I don't know how effective this would be. Trying to find the answers you're looking for would almost be better suited by asking "Why do you roleplay?" We're all very distinct individuals. I like giant robots, japanese romance comics, heavy metal with strong percussions and bass lines, David Lynch's metaphoric films, the colors gray and blue, the number 17, the soft whir of computer cooling fans, and brunettes. How does any of that reveal why I game?

I'm not saying that you won't find common points between some but I don't think it will be enough to isolate a specific personality point to hold up as the "gaming personality gene".

Though we might find out that we're all a lot stranger than we might have thought. :)

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On 9/27/2002 at 1:16pm, quozl wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

wyrdlyng wrote: My major is Computer Animation, not Psychology....

Which leads to...

Trying to find the answers you're looking for would almost be better suited by asking "Why do you roleplay?" We're all very distinct individuals. I like giant robots, japanese romance comics, heavy metal with strong percussions and bass lines, David Lynch's metaphoric films, the colors gray and blue, the number 17, the soft whir of computer cooling fans, and brunettes. How does any of that reveal why I game?


I think you'd be surprised at what a psychologist and/or marketer could make of that. Don't knock it until you try it....

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On 9/27/2002 at 6:21pm, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

wyrdlyng wrote:
I do agree that even if you create the ultimate "Gateway" not everyone will turn into a gamer. Roleplaying is a specific pastime much like collecting stamps or scrapbooking. They don't appeal to everyone and probably never will.

However, I think trying to convert the world isn't what we're talking about here. I think we're looking for a way to make roleplaying more commonly recognized as a valid pastime thus reaching those who would enjoy the hobby but that are not aware of its existence.


Has an assumption been made that the only purpose of a more mainstream game is to bring gamers into 'real RPG', that mainstream is only good for gateway. If you design a game that a non-hardcore person can play, enjoy, and hopefully play a lot more, even if he never goes further into the hobby, isn't that just fine? Many people don't want to RP like we do, let them.

More coming...

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On 9/27/2002 at 6:22pm, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Roleplayers aren't created by marketing, sure. But people aren't 'RPG - Yes' or 'RPG - No' binary units either. The assumption that people don't play at present, therefore there is no part of RP that they would like is a big leap.

Maybe the market analysis getting suggested here could focus on non-RPers, and what features of RP games they might like. There would be real feedback to designers about making games not to lure consumers, but just because they might like it.

Jeremy

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On 9/30/2002 at 5:59pm, deadpanbob wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

nipfipgip...dip wrote:
Roleplayers aren't created by marketing, sure. But people aren't 'RPG - Yes' or 'RPG - No' binary units either. The assumption that people don't play at present, therefore there is no part of RP that they would like is a big leap.

Maybe the market analysis getting suggested here could focus on non-RPers, and what features of RP games they might like. There would be real feedback to designers about making games not to lure consumers, but just because they might like it.



Jeremy,

This is exactly the type of analysis we marketers do. We take a look at the differences in behavior, or attitude, or preference, or some combination of the three, both for people who currently do what we're researching (in this case, play RPGs) and people who don't.

For a truly effective analysis, you need those people who don't currently do the behavior of interest as a comparison point - otherwise you end up with auto-correlated self-reinforcing answers that don't let you create effective acquisition strategies.

BTW - I don't advocate telemarketing - sure I'm a telemarketing enabler - and I realize that as a result I'm going to to Dante's 9th level of Hell - but hey, it's a living. If I were marketing my own game, I'd avoid telemarketing like the plauge...

We could do a survey and analysis here at the Forge, or with the help of the folks over at RPG.net, or maybe both. I would actually like to do something like this - but my area of expertise is on the analysis and strategy end of things, and a good researcher with survey design experience is needed to really make for a rigorous and useful survey design.

One last thought to keep in mind - this kind of research won't identify causlity (i.e. put this into your game and it will sell), it is a way to minimize the risks involved in marketing a product or service. It's also not a good way to develop 'out-of-the-box' concepts - which are much harder to test precisely because they don't match people's expecations.

Cheers,

Jason.

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On 9/30/2002 at 7:11pm, Valamir wrote:
Re: Cynics Rule!

Le Joueur wrote: [ironic]No, you're right. It'll never work; in fact, let's resolve to never do anything experimental or even try to reach new audiences. What's the point?

There, is that sullen enough to make me a candidate to play role-playing games.[/ironic]

What are we arguing here? It's not worth even trying? By anyone?

I don't buy any wet blanket argument based on 'it won't work.' No way to tell = it's worth a shot. What exactly will we lose just trying? Nobody's putting a gun to your head and saying you have to do it (or even like it).

Fang Langford


Damn Fang.

Reading a bit much into the words skeptical and dubious aren't we? How exactly does one get from there to "not worth trying by anyone"...

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On 9/30/2002 at 8:07pm, Le Joueur wrote:
What Was the Question Again?

Valamir wrote:
Le Joueur wrote: [ironic] No, you're right. It'll never work; in fact, let's resolve to never do anything experimental or even try to reach new audiences. What's the point?

There, is that sullen enough to make me a candidate to play role-playing games. [/ironic]

What are we arguing here? It's not worth even trying? By anyone?

I don't buy any wet blanket argument based on 'it won't work.' No way to tell = it's worth a shot. What exactly will we lose just trying? Nobody's putting a gun to your head and saying you have to do it (or even like it).

Reading a bit much into the words skeptical and dubious aren't we? How exactly does one get from there to "not worth trying by anyone"...

Not at all. Perhaps 'irony' was the wrong word for it, but I wasn't sure 'hyperbole' (in the poetic and humorous sense) would've been understood. If you cut out the 'tagged section,' the question remains. "What are you arguing here?"

You're skeptical, you're dubious, you want hard evidence; this sounds like you don't think it'll work. How did you want it to sound? My point was if there is no evidence, then no one can say it won't work either.

Besides, there is one potential gateway, albeit probably not a good example; the Dragonlance Novels were arguably marketed to attract pulp fantasy readers to role-playing games. I just don't think the 'bridge product' was there.

I mean, we can discuss this all day. The Pokémon cartoon is targeted at Saturday morning/weekday afternoon cartoon watchers. It has tons of cross marketing. On the very same shelves as toys for this, is the gameboy cartridges and the card packs. The "mommy, I wanna, I wanna..." crowd will wind up with a smattering of each. Does this generate sales from outside of the electronic gaming market for Nintendo? You bet it does. Is it thinking outside the box? Not any more. In Japan especially, pretty much all big ticket console video games have comic book tie-ins have cartoons have figurine collectibles and the vice is often versa.

All of which 'proves' nothing. Nada. Bobkes.

But, in just the same fashion, nothing we have access to proves that it won't work. I argue, instead of taking the 'wet blanket' route, and deciding that something that has never been done probably won't work, it's actually something we should try. Or at least try thinking about.

If you didn't mean to sound this way, I'll happily retract my response as far as you're concerned. But the point stands.

Dang Langford

p. s. Boy that sounds defensive. I wonder what side of the bed I got up on?

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On 10/1/2002 at 1:53am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam


We could do a survey and analysis here at the Forge, or with the help of the folks over at RPG.net, or maybe both. I would actually like to do something like this - but my area of expertise is on the analysis and strategy end of things, and a good researcher with survey design experience is needed to really make for a rigorous and useful survey design.


There are obviously things people don't like about RP at present, otherwise the hobby would be bigger. But I believe there are elements in the hobby that are close to universal, elements shared with film and literature. If we want to hit a larger market, I think we should look at products aimed at keeping these universal elements, but stripping the historical elements that only the hardcore enjoy.

So I was sort of thinking of research on non-RPers, and what elements of the hobby turn them away, rather than having produced a product just yet. I think player's wives and girlfriends could be a useful source, as they have knowledge of RP and some don't like the hobby, or don't like it enough that they wouldn't play if hubby didn't rope them in.

More to come...

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On 10/1/2002 at 1:54am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam


Besides, there is one potential gateway, albeit probably not a good example; the Dragonlance Novels were arguably marketed to attract pulp fantasy readers to role-playing games. I just don't think the 'bridge product' was there.


This is my point exactly, that all thought on the topic seems focussed on getting people to move to RP. The above was a crude cross-marketing exercise, read book, discover game, like game and all supplements. But most people who read the Dragonlance novels still didn't move to RP, because the game in its current form is designed to a small market.

Maybe as an alternative, a system where one guy, on his own, can create a pulp fantasy story. I guess this would not be a 'GMless' game, but a 'Playerless' one. Here, people who don't want to have a four hour commitment every week, and don't want the GM-player contract and consensus storytelling might still get some of the RP goodness.

More to come...

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On 10/1/2002 at 1:54am, Jeremy Cole wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Maybe such a product would have better hits from the Dragonlance readers. I'm thinking of a couple of god-awful 'novelist-GMs' I had a while back, who wrote novels and then pushed us players through them. A product like the above would suit these people a lot better.

Jeremy

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On 10/1/2002 at 3:35am, Valamir wrote:
RE: Gaming Comes Out-of-the-Box [was "Beginner-Friendly Gam

Well, in point of fact, I don't think it will work.

But that's a far cry from me saying it shouldn't be tried, and a farther cry from me telling you not to.

I've just seen alot of games go by that supposedly were going to bring new gamers into the hobby...but they never really seem to. At least no more than personal invites to friends would have anyway.

So yeah, I'm doubtful that there is such a thing as a gateway game...but I wouldn't dream of telling you not to do it.

I'm not really argueing anything...but if your looking for some specific contribution...my advice would be to start by trying to figure out why those other games weren't successful at being a gateway and make sure to account for that before trying the same thing.

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On 10/1/2002 at 3:52am, Le Joueur wrote:
Well Done!

Valamir wrote: My advice would be to start by trying to figure out why those other games weren't successful at being a gateway and make sure to account for that before trying the same thing.

Thank you and well said.

If I had to boil it all down to one line from a designer's perspective? I'd say, "Former 'gateway' products looked too much like role-playing games." What I think is necessary to 'prime the pump,' is a product that is incontrovertibly a role-playing game, but in no way looks like one. Get 'em playing something they think is clearly in 'their favorite realm,' then go 'psst, hey kid, come look at this.'

Or something like that.

Fang Langford

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