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There are a lot of small communities around here and nothing much to do for the kids so these stores offer a lot. The problem is the stores are always really struggling to survive. They cannot make much money on role-playing as they always have to compete with Amazon and other internet companies that have bigger markets and no overhead. They generally cannot carry many other games other than d+d because they tend to sit on the shelves or gather in the sale bins. On another note I wish someone would set up a role-player retirement home somewhere. It would be nice to know that we could spend our twilight years sitting around and role-playing rather than playing bridge or shuffleboard. That kind of thing would cause me to buy some years and retire early. |
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I never saw the 70's, I was born in 1982. I started playing RPG's in the 90's in the age of White Wolf's birth and AD&D 2E. I only was exposed to the newest of games (The new White Wolf games, D&D 3E, Exalted, etc) until a few years ago. In 2006 I started buying older games. I was tired of D&D 3E limited expression. I disliked the new White Wolf, not for its nice core (which is simple, very playable, and rather clever... save for the morality system), but for its supplement games (Vampire, Werewolf, Mage, etc.), which required every player to own and know the books in order to reduce the amount of time spent passing around a book for reference. Mage especially, the spell system and list, while very evocative of the setting, is terribly cumbersome. Exalted. I refuse to even begin to talk about Exalted, lest I be placed on blood pressure medicine by the age of 26. My friends that I grew up gaming with love MMORPG's and are in their mid-twenties. They think they're cool. I don't. I saw one and was perplexed as to how it was a game (which are fun). Most of the people I noticed speaking via the in-game voice-chat were unkind and criticized each other harshly. It sounded more like a childish pissing contest (forgive my language, but it simply did) than a game. I grew tired of attempting to play traditional RPG's with these friends due to their sheerly tactical perspective of gaming (which included reference to their characters as "toons"). This was no longer roleplaying at all, but rather a waste of time. I have no idea why I worried about planning a story any longer, simply giving them masses of inexplicably present monsters followed by powerful weapons, armor, and gold seemed all they cared about. It was sad for me, because I had had my best and most imaginative games with these same friends in my youth. I think today's gamers no longer care about stories. My experiences have only shown me that the gaming trend is best served by thinking in terms of raw, blunt, clumsy power. Get more powerful to fight bigger monsters to get more powerful to fight bigger monsters to get more powerful, etc. Ugh. It's a capitalist game with capitalism as its main gameplay feature. I find that disgusting. I want more than that. I want a story that's immersive and helps me care more about what's going on in my character's environment. Games from yesteryear have given me that with their simpler systems and deep settings. You can see the passion the writers felt, and luckily, their writing ability was of a caliber capable of expressing the idea eloquently (for the most part). World of Warcraft, according to what I would perceive as the average demographic, is the game I am supposed to look back upon and reminisce about. It's simply not. I find it to be a trite game with no depth and no personality. This upsets me because I love this hobby and am now feeling a bit abandoned by it. In my opinion, the hobby is now pandering to a new kind of player that wants more control over their power gaining than their MMORPG of choice allows, which has led to new games that concentrate more on powers, feats, magic, psionics, Basic Hitstuffery, Focused Killdeathery, and Improved Advanced Grandmaster Swordyclangsmashery. Strangely, I find this does not impair my ability to get on with life.
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft Last edited by Ars Mysteriorum; February 18th, 2008 at 15:54. |
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tertaining as watching paint drying or reading phone books. It was very interesting to read your posting, because over here I usually hear the opposite complaint: Modern RPGs have too much setting and not enough "action", young players love "narrativism" instead of going out and killing mon- sters, the good old days of "powergaming" are gone, and so on. Perhaps you had just a streak of extremely bad luck with the players you met ? |
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And yes. Very, very bad luck. South Dakota is not known for its hardcore RPG gamers. It's known for it's hardcore weird-stuff-happening in the middle of nowhere.
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft Last edited by Ars Mysteriorum; February 18th, 2008 at 16:02. |
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I'm with rust,
There are a lot more story-based RPGs not than there were before. Not would I have put Warhammer in the "story driven" section of RPGs. About 8-0-90% of gamers roll dice and beat stuff up. It's been that way since the beginning.
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Got Puppet? Last edited by Atgxtg; February 18th, 2008 at 17:47. |
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If you really want to go into sick. read the part in italics, if sot skip over it. The overall reaction to Warhammer when it came out 20 something years ago was that it was just an attempt to push lead, and spelled the end of Games Workshop as a RPG company. White Dwarf went from being a great independent RPG magazine to GW's "house organ" in the worst senses of the word. This was before you time, but Warhammer came out just when GW started doubling the price of lead and coming out with punk elves and dwarves. Every three months they would raise their prices for miniatures in the US and blame the exchange rate. When the rate of exchange went up, GW raised their prices; When the rate of exchange went down, GW raised their prices; when GW switched to plastic bases to cut costs, GM raised prices. When tons of lead fanatics bought into Warhammer, and didn't mind character getting killed off left and right, since it let them use more minis, many wondered if it spelled "the end of old school gaming". So it really does come around. GW used to be a good RPG company prior to the punk minis and Warhammer. You could find all sorts of RPGs supported in White Dwarf. But that said, I can appreciate how it feels to loose a RPG that you are fond of. But among many of us "old-schoolers" (and we'd use a different term, Old skool is too "new") Warhammer is not considered an old school RPG. So a lot of this is cyclic.
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Got Puppet? |
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In fact, I have never seen Warhammer as a "real" roleplaying game, from my
point of view it was always more a tabletop game with some roleplaying ele- ments. Over the years the roleplaying elements became more and more, but at the core it remained a tabletop wargame - at least that is how I saw it. |
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Rust, we're talking about Warhammer Fantasy Roleplay. The system is reminiscent of BRP, and while it is most certainly relatively new, I would argue that the fashion of play is more in line with "old-school" style gaming than any other game that has come out recently. I don't count Mongoose games because... well... I just don't like them :P
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft |
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