> To my knowledge, there were no RPGs before about 1974. But there were
> board wargames as far back as 1958 or so, and miniatures wargames long
> before that. So, how comes it that wargames are about as little known
> now as they were decades ago, while it seems almost everybody has
> heard of D&D?
It was something completely new, /and/ completely new in the right
place at the right time.
> I seem to have a knack for making terrible business predictions. When
> I saw my first McDonalds restaurant (in the mid 1960s, I guess), I
> said, "That drive-in will never make it; it looks like something for
> kids, and kids don't have money." Around 1973, I made a similar
> prediction about what would become D&D.
Kids don't have much money, but what they /do/ have they target
with incredible precision and single-mindedness. So on not much
money I built up a game collection (starting with RPGs and then
moving on to SF/F board games and then board wargames) and an SF
paperback collection.
> said no, we hadn't--and we probably never would; and furthermore, I
> didn't think anyone else would either, because it seemed too
> juvenile. I was about eighteen then, so I guess I looked forward to
> becoming mature; and the last thing I wanted was anything that smacked
> of too much youthfulness.
I'm a bit younger, taking up RPGs as a teenager (only just a teen,
I date from '66) in the late 70s. Ironically, we considered AD&D
really rather a mature game at the time, much more serious than
typical kids' fare.
> But how many people remember "Chainmail"? It rates a Wikipedia entry,
> but doesn't everything? A quick glance tells me that rulebook hasn't
> been in print since 1979.
It was effectively before my time. I knew of it because I was
familiar with TSR's product line, but it didn't seem to do much I
couldn't do with D&D.
> So, why did D&D take off, and why did medieval miniatures pretty much
> get left behind?
As above, something new and innovative in the right place at the
right time: increasing leisure time coupled with a burgeoning
market for fantasy fiction.
While many people played D&D with miniatures it wasn't necessary,
and you certainly didn't need hundreds of them, carefully painted,
to play the game. RPGs are all about personal control of
characters, something entirely absent from miniature wargames which
are about, well, war, and never much else. RPGs can be tuned to
the players, miniature wargame rules rather less so.
> What pattern am I seeing here? For one thing, almost everything I
> dismiss as juvenile turns out to be a big seller and potentially very
> popular and lasting.
Up to apoint: how many folk that took up D&D at 13 still play it at
30? It doesn't really matter, because a whole new set have come by
to take their places. Commercially, that's more use to a publisher
than someone who sticks with his miniatures for 50 years, at least
as far as rule sets go.
> On the flip side, almost every game I peg as
> classy and suitable for sober, intelligent adults turns out to be
> tough to sell and hard to talk others into playing.
Sober, intelligent adults aren't in short supply, but sober,
intelligent adults with a lot of spare time on their hands are,
especially spare time that intersects with the sober, intelligent
folk they might play with. Kids (by which I guess I mean up to
about 25 without families as yet) with time on their hands, OTOH,
are a universally abundant commodity, and often like to fantasise a
bit.
> Is that all there is to it? Does D&D have "kid appeal"? And was
> Chainmail (minus the fantasy supplement) lacking in that?
With the above definition of "kids", quite possibly.
> I've never played a face-to-face RPG myself; I've only experienced
> them indirectly, by playing computer RPGs or just reading RPG manuals
> (I've read the AD&D basic rules, as well as GURPS and at least one
> other title). My wife played AD&D in college and had fun with it.
> One impression I get is that it's a very interactive sort of game and
> involves some free-form creativity (well, role-playing, I guess). The
> need to get at least a few people together has been enough to put me
> off, but I suppose that might be what's so attractive to other people.
>
> In contrast, to play a historical wargame you pretty much need to find
> someone else who's interested in military history or battles and
> warfare. Someone who's up for learning how to play a fairly
> complicated game and then thinking through strategy and tactics in
> more or less the way one does in chess. How many people are eager for
> that sort of thing?
>
> Have I answered my own question (the one in the subject line of this
> thread)? Or is there something more that I'm missing?
I think you've pretty much nailed it.
> So--maybe the answer to the question I've raised in this thread is:
> RPGs have been so successful because most people are not much like
> Patrick when it comes to tastes in game playing.
People come in pretty diverse mixes. RPGs have only been
successful as a niche market, really. Yes, D&D has shipped a lot
of books, but compared to Monopoly and packs of cards its market
presence is tiny.
Pete.
--
Peter Clinch Medical Physics IT Officer
Tel 44 1382 660111 ext. 33637 Univ. of Dundee, Ninewells Hospital
Fax 44 1382 640177 Dundee DD1 9SY Scotland UK
net p.j.c...@dundee.ac.uk http://www.dundee.ac.uk/~pjclinch/
> Conversely, I'm put off by silly or juvenile subjects usually. So, if
> a game has toy elves or dragons or anything, it's less likely to be
> something I'll play.
I think this probably relates to your personal objection to the
traditional D&D theatre -- i.e, 'high fantasy -- but there are myriad
tabletop RPGs set in a variety of realms and situation, and with
varying degrees of tactical or narrative interaction.
But to generally answer the question about tabletop RPGs versus
tabletop wargaming, I think you and Pete have answered the question:
1) RPGs have a lower entry barrier -
- one player handbook and dungeon master guide is all you need, and
the costs vary from free to $50. But what you get out of them is
immense -- a couple of kids (or adults) can plonk down $100 for some
manuals and get hundreds of hours of use for many years. What other
kind of modern entertainment gives you the same bang for your buck?
- they vary in the amount of rules you need to learn, and even if you
do have a rule-heavy system, players can 'offload' the rules onto the
DM -- they can even offload all the dice rolling -- so players that
don't want to learn rules can just say what they want to do, and have
the DM convert it into rules.
2) Improbable coincidence of availability -
- any social activity, particularly with adults, requires
availability, priority, and motivation. The chances of having a group
of people that are available, at the same time, and for the *length*
of time required, is pretty slim, and both RPGs and wargames suffer
from this 'improbably coincidence'. However, due to the higher entry
level of wargaming (familiarity with rules, collecting miniatures),
it's probably less improbable with RPGs, which don't require as much
effort or investment.
--
David Kidd
> The entry barrier for traditional games is even lower. Most people
> have a deck of cards somewhere around the house, and there are *lots*
> of games you can play with a versatile game-set like that. Dominoes
> work just about as well. And then there are party games like Charades
> and pencil-and-paper games.
But you need to know the rules. With an RPG you just tell the referee
what your character is going to do.
> That may be a topic for another thread, btw. I'd rather read rules
> and learn a game beforehand than plunk myself down at a table with an
> unfamiliar game and players who've had some experience with it. I'm
> much more confident in my ability to learn a game from a rulebook than
> am in being able to pick up a game "on the fly" as I play it for the
> first time.
With most games you're trying to use the system that the game uses
optimally (e.g., to surround more territory than your opponent in Go),
but in an RPG you just say what you want to do.
"There is a dog chained at the door, growling fiercely at you, pulling
on the chain but it can't seem to get more than 2m from the door";
"Okay, I'll try and stab it with my spear so it can't get at me" or
perhaps "I'll give it the meat from my ration pack and try and make
friends".
You don't need to know lots of rules, you just need an idea of what your
character can do. It's a bit more complicated if you involve casting
magic spells etc., but beyond that you know what your character can do
for the most part, as it's similar to what you could do if you were there.
The rules deal with how you may succeed with what you try, but they
don't limit your options. So you don't get "you may do 1 of 3 things",
you decide what you want to try and the referee works out what happens.
It isn't about using the contrivances of the rules better than the
other guy.
One thing about computer based RPGs is they have to limit your choices
more, but in a classic FTF RPG the limits on what you can do are what
you can think of to try.