So many issues in #TTRPG sessions have to do with disconnecting what needs to come together. The game we play and the fiction we imagine in it. The person hosting the session and all the other people at the table. How we know something will ruin our fun but still do it anyway.
Disconnection between game and fiction is a bit like debt. You manage it but it may cause problems in the long run. Like not addressing why someone loses hit points and then, when they are recovered, it can feel cheap and hollow. Vincent Baker has a few great articles on this.
Disconnection between players is maybe more deliberate. People like to do their own thing on their own time. Characters and the world that they live in are created separately and then the whole thing doesn't fit. But let's put up a cardboard wall and ignore the disconnect :)
And the last disconnect I mentioned is inside of us, so maybe more philosophical. Why do we do the thing that we know will blow up in our face? It's a bit like we're doing a bit of tourism or maybe we're bored or let's just click everything on the screen and watch what happens.
And, on this last tweet, let me add another question to close this out: why are you rolling for it if failure isn't remotely interesting? #ttrpg#dnd
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What kind of fictional premises have you found helpful for our usual #ttrpg stories that involve multiple protagonists? Besides the standard you-all-meet-in-a-tavern, invited-to-a-party, secret-guild-of-good-dooers, letter-from-a-distant-relative stuff that's a bit weak.
For example, in games like #NightWitches or #BlissStage we have the pilot-to-co-pilot approach. Doesn't matter if it's planes or mechas or, I don't know, submarines. The premise usually involves drama, rivalry and having to work as one cohesive physical unit.
Another is to split the traditional single protagonist into different facets that can be played with as a way to explore their inner world. While #BlueBeardsBride goes all in with it, #WraiththeOblivion does this by everyone having a Shadow personality played by another player.
1/5 Putting out the data from dreamup.games/dndrpg/ that I collected from reddit, September to December. For a total of 34 320 unique users that posted/commented during these months, 25 563 were active solely on r/dnd (75%), 7 972 on r/rpg (23%) and 785 on both (2%).
2/5 So, 3 out of 4 of all unique users in the two biggest RPG subreddits are active only in r/dnd. If we look for #TTRPGs ranked on ICv2 and look at subreddit subscribers, something like r/pathfinder has 29 948, r/shadowrun 40 697, r/rpg 1 307 575 and r/dnd 2 234 415.
3/5 One question is if r/dnd can be a gateway for other RPGs as compared with r/rpg. So, I've also looked at the smaller subreddits to check the possible overlap. For example, r/dnd and r/shadowrun had 69 users in common while r/rpg shared 124 with that subreddit.
To run, as in running games like I'm some kind of machine.
To let, as in letting someone do a thing as if I'm some kind of authority.
To deal, as in having to deal with some problem that the game I payed money for is ignoring.
To run or to be the referee (our heritage from Strategos that #dnd has infected many #ttrpgs with) means I don't get to play. Or that I play with myself while everyone just gets to color within the lines. Nope, hosting the game doesn't mean I can't get to play with my friends.
To let or this strange vocabulary where freedoms we all already have are "granted" to us by those who run (ugh) the game or by the game itself. Don't buy a game because it gives you a set of permissions. Buy it because it gives you the tools that can make what you want come true