Friday 5 August 2022

RPG A Day. 2022: Day 6--How Would You Get More People Playing RPGs?

I think the interest is there, but as "big" as RPGs have become--specifically D&D in the States and Call of Cthulhu internationally--they are still niche and small potatoes. Generally speaking, people have neither the time nor the desire to read books that are over 200 pages long. If they have a life with responsibilities, they probably can't play any more than three hours a week--if they're lucky--whether they desire to do so or not. For all the 80's and beyond 'Satanic Panic' and today's Culture Wars that show supposed evils in the hobby, the one constant and true "evil" is that our hobby is a time sink. It can be a money sink too, but that's up to the individual. There are enough options these days to play for free and legally. It's the time and lack thereof that is the biggest deterrent to regular, sustained play. What should we do?

1. Explain the rules in a simplified way: You should be able to explain the rules as if you were giving an elevator pitch in a movie. As I mentioned yesterday, if you don't have time for a session zero, that one shot  can take a good ten to fifteen minutes to get the rules and general concept communicated to newbs, and they'll get lost no matter what you say, so it's better to get right on it. Say something like:  "It's like playing cowboys and indigenous peoples, but we roll dice when the outcome of an action is in doubt"

2. Choose a rules light system: Several games I've played lately could be considered 'rules light', but they're not 'kiddie' strictly speaking. In fact, I've found a few "kiddie" games in searching for an easier entry-level game for my young daughter that had more "crunch" and high-concept rules than she would ever be able to play with.  The stories and settings may be kid friendly, but the rules sure weren't. I choose games like ICRPG, Tiny Dungeon, Ryuutama and the Deathbringer supplement are all easy to get into. Any system that is D6 based like 'Tiny Dungeon' is going to infinitely easier to the beginner just because we're all familiar with the D6 dice. I haven't played Deathbringer, but I understand it is only pamphlet sized.

3. Choose basic race/roles/class: If I want more people playing--and staying at the table--I have to follow K.I.S.S. procedure. Letting an inexperienced user play some crazy race, advanced role or class--Magic User (fantasy) or Netrunner (cyberpunk)--won't be good for the players or the DM. There was a reason why D&D had basic and advanced versions way back when. In the case like the Netrunner in cyberpunk, it would be better to regulate that to NPC only no matter how interested the player may be in running one. You don't want any gimmicky race or class slowing down the game for the others at the table while you deal with them.

4. Keep the sessions shorter:Err on the shorter side for the session and leave the players wanting more. YMMV but for me and wanting more people to play means making the session shorter. I normally play at three hours max and we have managed to have a weekly game for the most part since last November. Once in a great while we may run over, but my goal is to always finish under. It's hard to clear out even three hours for the Average Joe on a consistent basis nowadays. Those 8 hour marathons from our youth are out of the question--consistently. If you want to play regularly, it has to be a short session. The creator who's able to create a system that can provide satisfying results after one hour of play could make a mint.

I'll end it here to practice what I preach, but in summary, if we can simplify the rules and run quicker games, more people are likely to get into playing and keep playing.   






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