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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Razor 007 on November 14, 2018, 11:05:19 PM

Title: What would it take to make D&D commonly played as an everyday game?
Post by: Razor 007 on November 14, 2018, 11:05:19 PM
An encyclopedia of pregenerated characters?  Simpler rules?  Faster gameplay?
Title: What would it take to make D&D commonly played as an everyday game?
Post by: David Johansen on November 14, 2018, 11:32:25 PM
Very tight core rules with broad possibilities presented in a colorful iconographic style.  Cool toy value in the box.  Less than ten minutes from opening the box to actually playing.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Opaopajr on November 15, 2018, 12:38:51 AM
More social media poutrage. :mad: Oh, sorry, I think I misread the question... :o

(Honest answer, probably more mini one-shot adventures. That way people can fuck around in about 30 min. or less, like many casual competitive games, but still be an honest to goodness "uncompetitive" -- read: not PvP -- game. Make it less about PC power grinding and more about funky new adventures with setting relevant consequences, like a picaresque of film shorts.)
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Ratman_tf on November 15, 2018, 01:04:31 AM
Quote from: Razor 007;1064621An encyclopedia of pregenerated characters?  Simpler rules?  Faster gameplay?

What do you mean? Everyday like a video game? A board game? A playground game?
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Razor 007 on November 15, 2018, 05:08:16 AM
Quote from: Ratman_tf;1064641What do you mean? Everyday like a video game? A board game? A playground game?

Dominoes, Uno, Checkers, Chess, or Poker; popularity wise.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: spon on November 15, 2018, 06:56:09 AM
A change in mankind :-) By this I mean that D&D (any RPG in fact) is not a "usual" game like those that have achieved mass-market fame. It requires 1 person as a judge/game-runner and the others as players. It requires 1 person (at least) to have a good imagination, and some level of descriptive or story-telling ability. None of the mass-market games require this. They just need you to be able to follow rules, think ahead and (in at least one case) bluff. A different skill-set completely.
D&D is more of a hobby than a game. So I'm not sure you can turn it into a game with the popularity of something Chess or Poker. I think that in order to do that you would have to change its fundamental character so that it was no longer an RPG.  

Just my 2p
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Rhedyn on November 15, 2018, 07:22:48 AM
Videogames/MMOs with super advanced AI acting as the DM. Also probably requires sci-fi full dive VR.

Or people being more social and active in their communities.

My money is on the Sci-fi option happening sooner than the fantasy option.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Godfather Punk on November 15, 2018, 07:36:44 AM
As a former Uno, Scrabble, Monopoly, Star Wars Escape the Death Star player, I'd say 'rules length' because a lot of special rules were never used or completely ignored at our family table because they were on page 3 or 4.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: estar on November 15, 2018, 08:00:00 AM
Quote from: David Johansen;1064623Very tight core rules with broad possibilities presented in a colorful iconographic style.  Cool toy value in the box.  Less than ten minutes from opening the box to actually playing.

You mean like Dungeon?
Title: What would it take to make D&D commonly played as an everyday game?
Post by: estar on November 15, 2018, 08:01:27 AM
Quote from: Razor 007;1064621An encyclopedia of pregenerated characters?  Simpler rules?  Faster gameplay?

Not possible without changing its nature. I.e. OD&D versus Dungeon.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Eric Diaz on November 15, 2018, 08:49:59 AM
Simpler rules, ready-made dungeons with "estimated time" on them. Something like a simpler version of Heroquest.

Well, who knows.

"Dominoes, Uno, Checkers, Chess, or Poker" are all competitive games you can play with few people, sometimes two, and all play by the same rules (no player/GM). Not sure how RPGs would fit.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Motorskills on November 15, 2018, 08:53:06 AM
Quote from: Razor 007;1064651Dominoes, Uno, Checkers, Chess, or Poker; popularity wise.

Hmm.

I can see a future where everybody's dining room table is also a video screen (people currently have to DIY or purchase a flatscreen into an expensive structure). At that point you will be able to pop up a ready-to-play module, possibly with no GM, or an AI GM, or some simple process that enables the GM to do almost zero prep, and interactive character sheets that teach players as they go along.

The latter is the big divider between today and the experience you are asking about. Because the technology already exists (more or less), and the cultural appeal exists pretty much already.

What doesn't exist is a low barrier to entry (though it is much lower than it used to be) in terms of instant play. Chess can be taught in 15 minutes, the other games even faster. D&D and most other RPGs can't be.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: CTPhipps on November 15, 2018, 09:36:53 AM
It is, it's called World of Warcraft.

*ZING*
Title: What would it take to make D&D commonly played as an everyday game?
Post by: David Johansen on November 15, 2018, 09:42:52 AM
Quote from: estar;1064664You mean like Dungeon?

More like Hero Quest but with D&D rules.  So it's still d20 roll over target number to hit and stuff but there's a little picture of a d20 with the target number on it.  Weapons would show a picture of their damage die.  Personally, character creation and equipment purchasing are a big part of the game but there'd be a sack of plastic gold pieces and equipment cards showing the number of gold pieces.  You'd still have the narrative DMing aspect of the game otherwise it's just some bored game.  It might include miniatures, I'm big on miniatures as toy value but really, these days, lots of games have nice miniatures and the game needs to be affordable.  I do like the idea of buildable action figures, where you can add on armour and weapons accessories but that probably puts the game right out of the under $50 range.  Lets go with modular mapping tiles for dungeon and wilderness adventures instead.


So, my marketing plan goes like this:

Core booklet $10.  Everything you need to play but dice.  Maybe free on-line.

Adventure booklets $10.  With cool covers featuring demons and half naked women for shock value and to make sure you can't talk about D&D on TBP.

Boxed game $50 with core booklet, adventure booklet that's not available any where else, pouch full of gold pieces and gems, equipment cards, monster cards, and dungeon tiles.  Possibly include a dozen plastic miniatures but only if the quality and price point can be met.

Expert set boxed expansion set $50, with hexagonal wilderness cards, monster cards.

City adventure boxed expansion $50 with fold up buildings.

Ocean adventure boxed expansion $50  with two cardboard ships, island and ocean hex tile.

Blister packs with more gold pieces, equipment cards, monster cards, and miniatures.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: NYTFLYR on November 15, 2018, 09:45:07 AM
Not possible, too many factors involved...

Time to play: most games indicated can be wrapped up in a short amount of time (exceptions being monopoly and chess, which can drag on forever)
Time to learn: as mentioned by someone else above.
Rules: most board games rules take up a single piece of paper, or less... which is why it takes longer to learn.
Cost: monopoly is a single unit ($19.99), dominoes are a single unit ($7.99), chess is a single unit ($12.99). there are no Player's Handbook (49.95),  DM guide($49.95), monster manual ($49.95), adventure packs, etc, just sit down and play.
Direct goals/competition: when playing traditional games, you have set goals... RPGs... players can make up the goals as you go along (nah, we don't want to rescue the princess, we want to sit in the bar and karaoke!)
Setup time: Unless the GM is really good, there has to be some amount of legwork to get a game together, either reading the module, or coming up with his own adventures. Traditional games, you just pull the pieces out and start playing at the the moment you decide to play.

that being said, it is already as popular as some of those games already, just not in the traditional sense
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Steven Mitchell on November 15, 2018, 09:50:23 AM
More GMs.  Everything else is commentary, that is, details on how you get more GMs.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Ratman_tf on November 15, 2018, 11:25:04 AM
Quote from: David Johansen;1064681More like Hero Quest but with D&D rules.  So it's still d20 roll over target number to hit and stuff but there's a little picture of a d20 with the target number on it.  Weapons would show a picture of their damage die.  Personally, character creation and equipment purchasing are a big part of the game but there'd be a sack of plastic gold pieces and equipment cards showing the number of gold pieces.  You'd still have the narrative DMing aspect of the game otherwise it's just some bored game.  It might include miniatures, I'm big on miniatures as toy value but really, these days, lots of games have nice miniatures and the game needs to be affordable.  I do like the idea of buildable action figures, where you can add on armour and weapons accessories but that probably puts the game right out of the under $50 range.  Lets go with modular mapping tiles for dungeon and wilderness adventures instead.


So, my marketing plan goes like this:

Core booklet $10.  Everything you need to play but dice.  Maybe free on-line.

Adventure booklets $10.  With cool covers featuring demons and half naked women for shock value and to make sure you can't talk about D&D on TBP.

Boxed game $50 with core booklet, adventure booklet that's not available any where else, pouch full of gold pieces and gems, equipment cards, monster cards, and dungeon tiles.  Possibly include a dozen plastic miniatures but only if the quality and price point can be met.

Expert set boxed expansion set $50, with hexagonal wilderness cards, monster cards.

City adventure boxed expansion $50 with fold up buildings.

Ocean adventure boxed expansion $50  with two cardboard ships, island and ocean hex tile.

Blister packs with more gold pieces, equipment cards, monster cards, and miniatures.

I think that the hobby could again reach the 80's level of interest with a pocket edition plus dice that costs 10-15 bucks. 5th edition's 150 dollars for a set of core rulebooks is quite a barrier.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Omega on November 15, 2018, 11:31:31 AM
D&D and RPGs in general are allready fairly well played. Especially any RPG with organized play. Say what you will of AL and the like but it works to get both visibility on the game at stores and draw in the curious or provide a common point.

The other thing you need is to NOT change the damn rules every five years.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: David Johansen on November 15, 2018, 02:41:52 PM
Quote from: Ratman_tf;1064687I think that the hobby could again reach the 80's level of interest with a pocket edition plus dice that costs 10-15 bucks. 5th edition's 150 dollars for a set of core rulebooks is quite a barrier.

At least put some art in the basic set that's free on line and publish it as a $50 hardback.  But I agree.  Magic largely dominates the market on the basis of a very inexpensive initial buy in.  D&D hasn't even attempted that in years.  More pocket money products would do a lot to bring in younger players.  WotC is actually in a bit of a bad position to do this as it would mean D&D competes with Magic for the same dollars.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Psikerlord on November 15, 2018, 02:48:28 PM
Quote from: Eric Diaz;1064671Simpler rules, ready-made dungeons with "estimated time" on them. Something like a simpler version of Heroquest.

Well, who knows.

"Dominoes, Uno, Checkers, Chess, or Poker" are all competitive games you can play with few people, sometimes two, and all play by the same rules (no player/GM). Not sure how RPGs would fit.

I think of heroquest as boardgame dnd
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Ratman_tf on November 15, 2018, 03:11:35 PM
Quote from: David Johansen;1064716WotC is actually in a bit of a bad position to do this as it would mean D&D competes with Magic for the same dollars.

Would it? I don't doubt there's a lot of overlap, but card games and RPGs are very different beasts.
WOTC has already released a Transformers CCG in direct competition of MTG. (Not that it's much competition, but still...)
Title: What would it take to make D&D commonly played as an everyday game?
Post by: tenbones on November 15, 2018, 03:12:06 PM
Quote from: Steven Mitchell;1064683More GMs.  Everything else is commentary, that is, details on how you get more GMs.

I like Estar's response of "Dungeon". I know a lot of people that got into D&D via Dungeon...

But the fact is, they had a GM that kept them going. I'm going to go with GM's. They make this hobby happen.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: DavetheLost on November 15, 2018, 06:05:30 PM
Make it like Dungeon or HeroQuest, lots of plastic minis in the box, simple rules. But probably not going to happen.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Ratman_tf on November 15, 2018, 06:13:04 PM
As goofy as it sounds, I got interested in Dungeons and Dragons via the official coloring album. I don't think there's much branding of D&D outside the game itself nowadays.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: jhkim on November 15, 2018, 06:32:50 PM
In general, my understanding is that board games like Dungeon as well as simplified RPGs like the Basic Set generally have not outsold core D&D. Wizards of the Coast did the most thorough market survey to date before the release of 3rd edition, and their conclusion was to dispense with the Basic line and focus mainly on what was AD&D.

Basically, there doesn't seem to be a market for simplified RPGs that's bigger than full/advanced D&D.

There might be something in the future where AI can take over for the GM, but under the existing structure, current D&D seems to be roughly where the sweet spot is.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Shawn Driscoll on November 15, 2018, 08:40:22 PM
Quote from: Razor 007;1064621What would it take to make D&D commonly played as an everyday game?

A hit D&D TV comedy/variety/game show, where famous people play the game. And everyone in the LIVE studio audience gets to take home a boxed-set edition of the game.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: crkrueger on November 15, 2018, 09:39:03 PM
Quote from: Opaopajr;1064639poutrage
You've earned your existence for this month, sir. Kudos. :D
Title: What would it take to make D&D commonly played as an everyday game?
Post by: RPGPundit on November 17, 2018, 05:33:06 AM
I'm not sure what's really meant by "everyday game"?
Title: What would it take to make D&D commonly played as an everyday game?
Post by: thedungeondelver on November 17, 2018, 06:30:37 PM
A time machine big enough to stuff the entire planet in and roll it back to 1978-1980 or thereabouts.  That's really it.

Anyone got a Tipler Cylinder handy?
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Armchair Gamer on November 17, 2018, 06:40:21 PM
Quote from: jhkim;1064776In general, my understanding is that board games like Dungeon as well as simplified RPGs like the Basic Set generally have not outsold core D&D. Wizards of the Coast did the most thorough market survey to date before the release of 3rd edition, and their conclusion was to dispense with the Basic line and focus mainly on what was AD&D.

Basically, there doesn't seem to be a market for simplified RPGs that's bigger than full/advanced D&D.

There might be something in the future where AI can take over for the GM, but under the existing structure, current D&D seems to be roughly where the sweet spot is.

   If memory serves, WotC's Master Plan was to position D&D as the "elite game" and fill the steps up to it with properties like Pokemon, Harry Potter, Totally Spies!, etc.

   Pokemon Emergency was for years referred to as the best-selling RPG product of all time, but the rest of their plans fell through.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Bradford C. Walker on November 18, 2018, 03:02:37 AM
Quote from: thedungeondelver;1065043A time machine big enough to stuff the entire planet in and roll it back to 1978-1980 or thereabouts.  That's really it.

Anyone got a Tipler Cylinder handy?
This. Seriously.

You have to eliminate all of the competing media, gaming media specifically, in order to make this happen. Then you have to convince those gamers no longer able to get their itches scratched to return to tabletop RPGs to get that itch scratched as they did previously, when TRPGs were the only option they had, instead of just saying "Fuck this." and walking away completely. Good luck with that now.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: Thondor on November 18, 2018, 08:52:03 AM
I was hoping that this would be about playing RPGs everyday.
I concur that this is largely about more GMs but also being more open about gaming.

There are actually two times in my life when I played RPGs "everyday." I don't literally mean everyday, but certainly as often as one might play card games (several times a week). In middle school, often at lunch-recesses and weekends.
Several years ago, when I worked in an office we'd play an evening game once a week, and a usually at least one lunch-game. I had a separate group that got together every other weekend or so.

Largely this is about organization, communication and willingness of a GM to actually do a thing.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: David Johansen on November 18, 2018, 10:42:39 AM
I frequently play face to face rpgs 5 days a week.  It doesn't really improve the quality of the experience.
Title: What would it take to make D&D commonly played as an everyday game?
Post by: RPGPundit on November 24, 2018, 03:53:00 AM
When I was a junior-high kid I played almost every day.

Then I got other things to do.