Day 2 - Change
Hmm... There are a lot of different ways that I could go with today's subject/word, but I thought I'd go with something less obvious.
When I think of how many different rpgs I've played with my gaming groups over the years, I've come to ask myself from time to time why are gamers resistant to change?
I know that part of it has to do with me, as the GM. There are certain genres of rpg that I won't run (cyberpunk and managa/animé among them) and there are certain games that I've wanted to run that I couldn't for various reasons or ended up not running because the players didn't want to play them. When it comes down to it in the final analysis, players don't want to leave their comfort zones in terms of the games they play, whether it's because of the genre, the game world, the dice mechanics, whatever. And yet life is all about change and adaptation.
You would think in this time of the internet and all it offers, that players would be willing to try new roleplaying games, to experience game worlds that they might find interesting to play in, that sort of thing. And to some extent they do, when they go to gaming conventions or play in demos and the like. But not in gaming group campaigns. It's one thing to play in a one-shot of a game, but a campaign is a whole 'nother matter. Sure, the player may find that the convention one-shot gives them a great idea of how neat the game is, and perhaps they'll consider buying the game or even possibly playing (or running it!) for a gaming group, but much of the time, the convention one-shot is just that for them: a one-shot to check out a new game, or new rules, or new world, but not something they want to play in a game campaign.
More's the pity. There are a lot of non-mainstream, indie rpgs out there that are really good, offer really nice changes of pace from the mainstream stuff, but too many gamers want to stick with what they know. And I suspect that many of the GMs out there feel the same way, though for the most part I suspect in the case of GMs it's a matter of not wanting to spend tons of money on games that they might or might not run at some point. (I know I've done too much of the latter, my storage cupboard evidence of all the games I've purchased and will never run (again)).
I don't have an answer for the reader on how to convince players to try a new game. I've been able to do this in a few cases, but more often than not I suspect it's been my enthusiasm for the game that has helped them make the decision to try and play a new game or a new set of mechanics.
And before anyone talks to me about the pot calling the kettle black, I'm just as guilty of this myself. These days, I chalk it up to old age and perhaps gaming fatigue.
And there you have this second post for this #RPGaDay for August, 2020. Comments, thoughts, questions, etc. are all welcome, of course. :)