I think it is more that we are fractionalized into ways to play. This site is definitely in favor of sandboxes and no planned plot/story. Other sites tend to run modules with nothing hooking them together. Each method of play seems to see the other way as broken.
When you think it is up to the player to add plot and direction to the story and a player doesn't or can't do that, you tend to think the player is broken. When in actually, he just has a different way he likes to pretend to be an elf.
The reason I brought up things I experienced in my childhood was to point out that it makes just going out and exploring seem like a perfectly natural thing in an RPG. I didn't make any statements as to whether or not I prefer a sandbox. That's not something that's relevant to what I was talking about. Even if that's not my preferred way to play, at least I understand it.
But in a world where we have all the information we have on our fingertips, we don't need to explore in life. Some still like to, and that's awesome. But we don't have to. And so now, why a sandbox is fun and what you do in it requires some explanation. As I pointed out, people are genuinely puzzled by Village of Hommlet. It's a real phenomenon, not just a logical corollary to how the world has changed. Gamers these days need that explained to them.
So it's important to point out, this is not the same thing as people having different ways to pretend being an elf. This is some people who pretend to be an elf one way just not understanding people pretending to be an elf a different way. A lack of understanding is not the same as a difference in preference. Preferring one thing or another is not inherently better or worse. Lacking understanding, on the other hand, is a straight up inferior position.
It comes down, I think, again to stuff we were discussing 4-5 years ago here, where everyone at the table has to have the same expectation -- in whatever direction -- before you start playing.
There are a number of reasons I never liked that idea. One in particular that stands out in my mind has to do with the state of RPGs in the 90's. There's a reason Whitewolf kicked D&D's ass in the 90's. And only part of it is Vampire being something fresh and edgy. A huge part, if not the bigger part of it is D&D just sucked ass in that era. And part of why that was is they were losing share to Magic: the Gathering. And one reason Magic: the Gathering kicked D&D's ass is because you can start and wrap up a game in a half hour. It's great for the college crowd. You could easily play a hand or two between classes.
It was a reminder that a roughly 4-hour standard RPG session really is a lot to ask. We're hobbyists, so we're down for it. For players on the margin, though, it's tough as it is. Add a session zero of singing kumbaya and discussing each others feelings and preferences, it might work for some players. It might work without a downside for hobbyists. But for players on the margin? I think for every one player you lose after experiencing a very uncomfortable table flip moment, you lose 5 gamers on the margin by raising the barrier to entry.
In general, I find practical concerns trump preference. Most of the people I play with and have played with, myself included, would prefer to have grand campaigns that produces a great story, where we can see characters grow from zero to hero, and a whole lot of other shit that virtual every gamer agrees to. But instead I tend to run mostly dungeon crawls where you begin and end each session in town.
Why? Because it's more practical. I've seen campaigns stall simply because week after week there was no play as the player of one key player or another was a no-show. After a few missed sessions, it becomes a self-fulfilling prophecy. Players stop blocking out the time slot, because why give up the opportunity to do something else if you're not sure you're even going to get to play? The simple act of we start in town means being able to seamlessly continue on no matter who shows up. And something approximating a series of dungeon crawls just makes continuity easier. Also, despite it not being the preferred mode of play, players do still have fun. Some have a lot of fun. And all have more fun than the alternative--hackneyed schedules, stalled sessions, and stories that might have been great, if only they'd been seen through to completion.
On message boards, you can always invoke "preference" as something that is unassailable. I could know all there is to know about RPGs. I don't know jack shit about your preferences. You invoke preference, I have to either hold my tongue or make an ass out of myself. And so preference ends up seeming oh so significant on message boards. I just don't think it's the most important thing in actual play.
Greetings!
Excellent commentary, Lunamancer!
Your commentary got me thinking. When did *everyone* begin to work as corporate executives, have a second job, while being married and having four kids under 15?
I don't really buy the popular narrative. Yes, people are busy. People are not somehow more busy now than they were in the past. People always have to deal with family events, work schedules, or school. People always or mostly--devote time to all kinds of hobbies, pastimes, and activities. National research shows that the average American spends four hours or more each night watching television. People devote time, energy, and effort to activities that are priorities to them. Obviously, corporate executives or people working two jobs don't likely have time to game--and thus, probably don't bother.
However, there are millions of people that have entirely different circumstances, a norm if you will. People fid time to game like they devote time to anything else that is a priority for them.
On another angle, I also agree that our cultural rot has increased in the corruption, which impacts the player base. People aren't educated. They are typically ignorant, simple, and unread, almost being illiterate. Animal Crossing, simple farm games, and watching "Realty TV" shows is the extent of their imagination. The literacy and cultural quality of gamers have definitely taken a steep, steep decline from the 70's and 80's. So, Village of Hommlet is a challenge for many gamers today.
Semper Fidelis,
SHARK