Friday, May 3, 2024

The Culture: The (Lack Of A) Future For Tabletop (Part Four)

If one path out of the collapse is to follow the Sorcerors By The Sea to videogames, then what are the others?

Some of you still want that Tabletop medium, and still (for some reason) want Conventional Play, so what options do you have?



That's right, boardgaming.

Like quiting Tabletop for Videogames, this is quitting "RPGs" for boardgames; same idea, different variable.

You still have the Schedule Your Fun issue, but not necessarily the Ongoing Commitment problem. Each session can be (and in a competent game, is) self-contained so there is no need to have One True Party and do the Get-Along Gang.

You still have the expense that Current Edition imposes (unless you buy used or otherwise can get a deep discount; then you can get it for far less), and you still have to get folks together, but that's half the problem that Conventional Play has in Tabletop because these are fast-playing games that look and feel like games to people outside the Cargo Cult so they are far more appealing.

Also, all three of them videogame counterparts or digital aides.

These are not the only options. If this interests you, explore at your leisure.

Why This Path Is Viable

It kills the social fuckery. You can come and go as you wish, killing the job-like commitment that Conventional Play imposes upon people on Tabletop. You have rules to be obeyed, even by the guy running the game, ensuring a uniform play experience no matter where you are or who's at the table with you; Rule Zero does not exist. While many published various expansions, they are not mandatory and for many the base game will be sufficient to satisfy what they want out of such a game.

And it is replayable, and--being that it is something you buy to play, not display--you will actually get your money's worth from buying it. These are not immune to Edition Churn, but it is highly resistant because the nature of a boardgame is that it is a Buy Once, Cry Once entertainment product; that Heroquest box from 1990 is still just as good now as it was then, and so is that Dungeon box you picked up for a song from a garage sale.

In short, the boardgame path is for those who view Conventional Play as a party game where the game is lubrication for socialization and you're just looking for a specific sets of vibes to attract a specific group to socialize with. The game can have things to manipulate, some intricacies (but not too much or you can't socialize while playing), but no one will mind if you get up to grab a brat from the grill between turns and come back with a round of beers for the table- or if everyone cheers because The Big Game is on and someone Did The Thing.

"But that means-"

We'll get back to that thought in a few days.

Yes, this means those who did Conventional Play as an excuse to get out and socialize also get flushed. That's okay; they'll be better off being honest with themselves, and party games like that definitely have their place. (And yes, I do consider Heroquest a party game; getting Monopoly going takes about as much time.)

Most of the Also-Ran and Never-Were Publishers in Conventional Play could survive if they just pivoted to boardgames (and card games) now instead of later.

"This does not describe me. I want to play the game."

That, Anon, is Sunday's post. For tomorrow, there is one more path I want to hit before the one that the #BROSR has become the vanguard for.

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