JustKneller
Habitué
- Messages
- 875
I might be talking out of my butt. I'm the new kid on the block here and still haven't fully sussed out the vibe and orientation of this place. The people are nice. I figured that one out already. I know there's an emphasis on cRPGs with some trickle over into other genres of video games. There doesn't seem to be any particular aversion towards tabletop gaming and I would guess that there would be some interest there since cRPGs are the primary focus and there tends to be a lot of crossover in these circles.
But, like I said, this could be my butt talking. My motivation for asking this is largely due to my own ambivalence. Plus, it's a good way to put my finger on the pulse of this place and get to know the people.
Boring history time!
I definitely started in D&D before my first cRPG. It's not that these games weren't there, but video games were a little slow to work their way into my childhood home. I even got in a little trouble when I bought my first D&D book with my paper route money. Middle school me was a shitty murderhobo gamer. But, so were all my my middle school friends, so that worked out. It didn't get better until high school where I became a more refined murderhobo. But then, my GM at the time broke out the Planescape setting and actually playing a character engaging in a living world rather than just being a cash grabbing dungeon steamroller became an idea in my head. I'll be honest, I was the weak link gamer in my group until I “caught up” and thankfully that group was patient with me. But high school eventually ended and we all went our separate ways.
I actually ran into this GM a few years down the line when our paths crossed again. We tried to get back into the hobby, but it was a rough go and didn't work out. Our starting group wasn't cohesive enough and the second group we put together (my GM just wanted to be a player at this point) sorta fell apart. This was partly due to the shittiest GM I've ever met (and not a great person in general) combined with me not being able to resist messing with the shittiest GM I've ever met (he was verbally abusive towards his wife, so he was fair game in my book). I moved on from there. Well, sorta. It was around this time I started designing my own games. My professional background (which included statistics and game theory) actually provided me with a lot of tools to help with such projects.
On the down side, the independent game design scene was actually not all that great (and is even worse now). I won't get into the drama of it, but the scene really had a lot working against it in terms of quality. On the up side, it was all almost entirely irrelevant to me. I wasn't trying to publish “professionally” like many self-publishers, I didn't care about the cliques, cults of personality, and the really shitty pseudo-theories upon which these things were built. My M.O. was simple. Make a game, get some friends to the table to see where the rubber hits the road, learn from it, develop my next project. I didn't need to worry about the toxicity in the hobby. If I could just get up to a half dozen decent people to a table, the rest of the hobby could take a flying leap for all I cared.
This, of course, was not an easy task. My local options were dismal and were predominantly D&D and Pathfinder groups. Online groups were hit or miss, and mostly misses, with the occasional ephemeral hit. I never could pull together a small group of solid gamers who just wanted to experiment with gaming possibilities as a long term experience. It was usually just one shots and short plays. My last game was a short online game of Blades in the Dark a year or two ago that only lasted a handful of sessions and had turnover almost every session. A few years before that was a D&D group a board gaming friend put together. I didn't really care for where WotC took the system, but figured it was servicable with a good group. The GM was great, as was one of the other players. Another one was just learning the system (and RPGs in general) and struggled, but he had a lot of potential so we totally gave him a pass (especially me, considering my history). The other two players were unapologetic spotlight/treasure hogging murderhobos with no interest in anything else. Keep in mind, this is a group of grown adults with grown adult lives. I only made it about two to three sessions before dropping out.
This is where the ambivalence comes in. I still have a lot of interest in the hobby, at least theoretically. Every year or so, I'm compelled to dust off one of my designs (WIP or otherwise) and start tinkering for a bit. I start looking around for a possible gaming group and then the reality sets in. Finding a group of players that can play well together (most likely online), coordinating schedules, recruiting again when someone flakes out, other people dropping out because there is no stability, and so on. I usually end up working on a game that will never hit the table just because I like the idea of the game. I like the activity, but I'm also too pragmatic to satisfied with this.
I've talked to a lot of tabletop players over the years. A lot of the D&Ders (or Pathfinder Society players) I've known are more content since there's a stronger network to support their game, but a fair number who prefer games outside of those seemed discouraged for similar reasons. They like the idea of the hobby, but actually engaging in it just doesn't really end up working for a number of reasons. I always thought it was kind of a weird thing. A large number of people having an interest in a hobby, but then also not actually participating in the hobby because of, well, reasons.
So, where are you on the matter?
But, like I said, this could be my butt talking. My motivation for asking this is largely due to my own ambivalence. Plus, it's a good way to put my finger on the pulse of this place and get to know the people.
Boring history time!
I definitely started in D&D before my first cRPG. It's not that these games weren't there, but video games were a little slow to work their way into my childhood home. I even got in a little trouble when I bought my first D&D book with my paper route money. Middle school me was a shitty murderhobo gamer. But, so were all my my middle school friends, so that worked out. It didn't get better until high school where I became a more refined murderhobo. But then, my GM at the time broke out the Planescape setting and actually playing a character engaging in a living world rather than just being a cash grabbing dungeon steamroller became an idea in my head. I'll be honest, I was the weak link gamer in my group until I “caught up” and thankfully that group was patient with me. But high school eventually ended and we all went our separate ways.
I actually ran into this GM a few years down the line when our paths crossed again. We tried to get back into the hobby, but it was a rough go and didn't work out. Our starting group wasn't cohesive enough and the second group we put together (my GM just wanted to be a player at this point) sorta fell apart. This was partly due to the shittiest GM I've ever met (and not a great person in general) combined with me not being able to resist messing with the shittiest GM I've ever met (he was verbally abusive towards his wife, so he was fair game in my book). I moved on from there. Well, sorta. It was around this time I started designing my own games. My professional background (which included statistics and game theory) actually provided me with a lot of tools to help with such projects.
On the down side, the independent game design scene was actually not all that great (and is even worse now). I won't get into the drama of it, but the scene really had a lot working against it in terms of quality. On the up side, it was all almost entirely irrelevant to me. I wasn't trying to publish “professionally” like many self-publishers, I didn't care about the cliques, cults of personality, and the really shitty pseudo-theories upon which these things were built. My M.O. was simple. Make a game, get some friends to the table to see where the rubber hits the road, learn from it, develop my next project. I didn't need to worry about the toxicity in the hobby. If I could just get up to a half dozen decent people to a table, the rest of the hobby could take a flying leap for all I cared.
This, of course, was not an easy task. My local options were dismal and were predominantly D&D and Pathfinder groups. Online groups were hit or miss, and mostly misses, with the occasional ephemeral hit. I never could pull together a small group of solid gamers who just wanted to experiment with gaming possibilities as a long term experience. It was usually just one shots and short plays. My last game was a short online game of Blades in the Dark a year or two ago that only lasted a handful of sessions and had turnover almost every session. A few years before that was a D&D group a board gaming friend put together. I didn't really care for where WotC took the system, but figured it was servicable with a good group. The GM was great, as was one of the other players. Another one was just learning the system (and RPGs in general) and struggled, but he had a lot of potential so we totally gave him a pass (especially me, considering my history). The other two players were unapologetic spotlight/treasure hogging murderhobos with no interest in anything else. Keep in mind, this is a group of grown adults with grown adult lives. I only made it about two to three sessions before dropping out.
This is where the ambivalence comes in. I still have a lot of interest in the hobby, at least theoretically. Every year or so, I'm compelled to dust off one of my designs (WIP or otherwise) and start tinkering for a bit. I start looking around for a possible gaming group and then the reality sets in. Finding a group of players that can play well together (most likely online), coordinating schedules, recruiting again when someone flakes out, other people dropping out because there is no stability, and so on. I usually end up working on a game that will never hit the table just because I like the idea of the game. I like the activity, but I'm also too pragmatic to satisfied with this.
I've talked to a lot of tabletop players over the years. A lot of the D&Ders (or Pathfinder Society players) I've known are more content since there's a stronger network to support their game, but a fair number who prefer games outside of those seemed discouraged for similar reasons. They like the idea of the hobby, but actually engaging in it just doesn't really end up working for a number of reasons. I always thought it was kind of a weird thing. A large number of people having an interest in a hobby, but then also not actually participating in the hobby because of, well, reasons.
So, where are you on the matter?