Last year the Bros published BROZER and made it stupidily easy to get your hands on it. The goal was to take everything that the Bros had figured out in the process of unfucking the Fantastic Adventure Game hobby from 50 years of doing it wrong, put into a single place, and make it playable out of the box for folks that never did it before. Then to invite comparison between the Real Hobby and the Cargo Cult of Conventional Play.
TLDR: It worked.
The tell? Bros' positions started showing up downstream of the Bros. 1:1 Timekeeping is one of the most striking things to find purchase in the wider hobby, but all of the other elements are spreading out now that the business--the commercial side--is has been hit by the Colony Drop and is now starting to feel the effects of that decline. The ability to play the game without needing to spend money on Endless Product Slop, while simultaneously increasing the impact of player decisions upon the campaign by using them to create bespoke playble scenarios, is going to become too attractive to ignore. That draw will crete demand for practical instruction.
This is where to go next: to do what the Boomers did not- teach hobbyists how to make the magic happen.
Will this happen overnight? No. Decline is a process, and so is the adaptation to it; rather than just embrace the suck, it is the opportunity to unlock the seals on the acumen that made the now-fallen heights possible and spread that far and wide to all that have ears to hear.
That's where I see is the best course of action going forward. The Bros have proven that they are right; now it's time to start instructing others how to do it for themselves- and to screen out those that won't.
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