My friends and I play D&D because we have no real other option. We used to play Minecraft and other collaborative building games as a group, but then one in our group went fully blind. There is a complete lack of good multiplayer computer games for entirely blind players (admittedly that is quite a challenge), but D&D requires only imagination, which all of us still have. Highly recommend if you have friends with vision disabilities.
No real other option? There are dozens of other excellent RPGs available that rely more on imagination than sight. D&D is merely the gateway game.
There are of course D&D spin-offs and clones like Pathfinder and 13th Age, old school (OSR) "retro-clones" like Dungeon Crawl Classics, Lamentations of the Flame Princess and many, many others. Then there are the classic non-D&D games like Shadowrun (in its 5th edition now), Traveller, Warhammer Fantasy Roleplay (4th edition just released), and GURPS. There's Savage Worlds for fast-paced pulp-style adventures, FATE for absolutely anything you can possibly imagine (including publications for Dresden Files and others). There's FFG's excellent Star Wars games (Edge of the Empire, Age of Rebellion and Force and Destiny), and dozens if not hundreds of smaller indie games, many of which are completely free.
We are truly living in a golden age for roleplaying games. D&D is merely the most visible and best-known one.
Ah, sorry, you are absolutely right. When I said 'no real other option' I was missing the numerous other RPGs that are out there. I did not mean to denigrate them by omission. I meant more that we were forced away from computer games.
Nice to see mention of Traveller, I thought I was the only person that even knows about it anymore. I think I spent more time designing ships than actually playing it, but I have fond memories of both Traveller and Car Wars (and still have the sets along with my AD&D books and modules).
Reading as a replacement to everyday stimuli that we are all too used to like video games and youtube is what I found to help my imagination flourish like I remember it did when I was younger.
I used to have several blind friends who were very successful in text based MUDs. It's possible finding one with an active userbase is getting harder and harder.
I was thinking about text based games for blind people, but since I don't know any blind people that I can easily ask this, I'll put it here in the hopes that somebody who knows the answer will notice it:
Presumably, text based games are played with a screen reader. Would music and sound interfere with the persons ability to play? I was wondering if you could mix text and 3D audio to create a richer environment.
I haven't done anything but one of the quick D&D campaigns with the prebuilt characters but I am REALLY enjoying gloomhaven as an alternative. I know there's some vision required there but it seems similar to D&D.
It's an alternative if your favorite part about D&D is fighting (if so I'd recommend 4th instead of 5th). The role playing you do in Gloomhaven is non-existent in comparison.
Can you please ask your friend from the blind community's perspective, what their take is on using Minecraft Education Edition as a way to access Minecraft? It is more programmable than Minecraft Jave Edition, and supposedly one can interact with the game completely from within the API. The API [1] looks fairly complete, but I can't tell if it has what a blind game player would want to build from.
I just saw a pic-to-Braille conversion bot on Reddit, and your comment made me wonder if something similar could be built for blind Minecraft players. So far, I'm not aware of open source Minecraft-alikes that exposes the game purely through an API, though an open modding API like Minetest's [2] could probably be leveraged.
Googling around for this information leads to a lot of dead ends talking about the in-game Blindness effect, and I'm not a domain expert in what blind gamers would want to see, anyways. But it would be really cool to see the blind community add new dimensions to current game genres through game interaction APIs (though managing that and botting using the APIs would be an open problem).
A couple of thoughts on Minecraft, though note I am not familiar with Education Edition:
1. We played Minecraft with the specific intent of making visually appealing buildings. So at some point, when you can't see, that's not going to be fun no matter what you do...
2. Minecraft really doesn't have any accessibility whatsoever. You can scale the UI, but... high contrast mode? If you could even get that working with the base game, it's definitely not going to work with the mods we were playing with. As my friend went blind, it got harder and harder for him to deal with any zombies or anything that was moving, since it took him so long to slowly scan the screen and understand where he was. We considered trying to make mods to make things a little bit easier, but struggled with coming up with any mod that would actually improve things. :)
3. My quick glance at the API suggests that we'd end up with a situation where we were playing the game and he was... programming. That may work for some people, but I think for this group that borders too close on after-hours work...
Maybe Keep Talking & Nobody Explodes would be an option - I haven't played it, but what I'm reading is that it's a game where one player has to defuse a bomb while the others have to give him instructions. I'm sure that could be converted to braille or some other format that doesn't require vision. Would be a great project to adjust that for the visually impaired.
Unfortunately that wouldn't work. For the person who's reading the instructions, there's a lot of flipping through pages and skimming an entire page for instructions on the particular item.
That fast skim reading can't be done with braille.
I dont think so...the complicated wires, keypad, and maze puzzles in particular seem to be a problem. People can make custom bombs without those puzzles but His blind friend would still need a way to search through the manual at a fairly quick pace.
Plus, you don't even have to use dice—anything that gives a uniformly random outcome is alright. (E.g. local “Choose your adventure”-clone books had dice sides printed on each page.)
Now, tracking the character sheet and consulting the rules are probably more of a nuisance to the person.
If we are in the same place, either someone else will roll for him or he'll roll and we'll tell him what he got (and he has little choice but to trust us :)). If we aren't in the same place, he rolls virtually (did you know you can type '/roll 1d20' in Google Hangouts and it rolls?) and gets the result via a screen reader.
For a while he was DMing and he would use a screenreader to access his notes plus the rolls. We don't typically use maps or boards, but instead try to do it all with descriptions of places. It does mean that the rooms we enter all tend to be fairly simply shaped, and it's possible that each of us has pictured a slightly different room, but it all works out in the end.
My sons play D&D fanatically, I remember it from years ago.
Very impressive you made the effort to include your visually impaired friend. I learn't something thanks
Is it unlikely? Board games were already growing fast. Even CCGs were growing fast, not only through video games but still as physical games too. People want to sit down and get offline and spend time with each other, _and_ people who used to do that want to get online and hang out with each other.
All the RPG market needed was one publisher with good production values and broad distribution to discard a big chunk of its worst, thorniest rules. Wizards was happy to oblige...
Pathfinder saw it too with their precursor Beginner Box, which also threw out a big chunk of its worst, thorniest rules and sold like crazy off a Humble Bundle. They just didn't get the distribution (or the right YouTubers on board) until it was too late, and never plugged their Beginner Box into other content as elegantly as Wizards did.
> All the RPG market needed was one publisher with good production values and broad distribution to . Wizards was happy to oblige...
I think you can make a very good case that D&D 4e in 2008 was where they decided to “discard a big chunk of its worst, thorniest rules”, and that the big innovation in 5e, released in 2014, was less about discarding thorny rules and more about reconnecting the streamlined rules with the fiction, in a way to preserve (mostly) the mechanical streamlining of 4e while reconnecting with the feel of earlier versions (not just one of those, but supporting the different appeal of multiple of them.) Changes like swapping encounter and daily powers for powers recharging with a short or long rest aren't a big deal mechanically, but they are a shift from pure metagame balance to something that is better tied to actions in the in-game milieu.
4e wasn't “discard[ing] a big chunk of its worst, thorniest rules”, it was a re-write to sell splat books and accessories, to try and turn it into pen and paper World of Warcraft, and make it a miniature focused expensive game. It failed. It was D&D in name only and an abomination to those who really cared about it.
5e was the streamlining and modularization that was needed so you could play it like it was 2e, or 3e/3.5e, or even 4e if you wanted to. 5e was a return to D&Ds roots bringing along only the good stuff it had learned in 35 years.
It's not just that. 4e greatly simplified the rules, which made it far more accessible and playable, but it made many classes feel very much the same; every class had daily powers, encounter powers, and at-will powers. 5e managed to make every class feel unique again, and brought many of the classic D&D players back.
Board games were already growing fast. Even CCGs were growing fast, not only through video games but still as physical games too. People want to sit down and get offline and spend time with each other, _and_ people who used to do that want to get online and hang out with each other.
A friend of mine used to say, "Sometimes you just have to get offline, get real, and face each other over a tabletop with some dice." Shortly after we met, we went to a haunted house together, and she won us the special T-Shirt prize by using her "spot the secret passage from the blank spot in the map" skills in real life.
I mean, a haunted house is undeniably "real life" in the "IRL" sense, but it wasn't like she used her new skills to actually save a life, or find a way out of hostile territory, or uncover lost artworks or something.
Not trying to be a downer, just saying that this is kinda stretching the definition of "real life application of game skills" for me. More like "applying a board game skill to a different kind of game"
FWIW: Pathfinder didn't win because it didn't have the name. The game itself is fine. But there can be only one D&D, and once WotC managed to figure out that the edition upgrade mill was a death trap and released a streamlined 5e, there wasn't much niche left for Pathfinder to fill.
Given a "Pathfinder" vs. "D&D" choice, and no overwhelming community consensus either way (the community rejection of the fourth edition is the reason Pathfinder exists as a commercial product at all), everyone's going to buy the game with the famous name.
> Pathfinder didn't win because it didn't have the name.
And the history. '80s nostalgia is a big thing right now, and D&D can drink at that well. Quite a lot of people who made it in Hollywood and are powerful right now, were D&D players 30 years ago when they were kids; so they supplied the glam factor that helps keeping games out of the "nerd" niche.
> FWIW: Pathfinder didn't win because it didn't have the name. The game itself is fine. But there can be only one D&D, and once WotC managed to figure out that the edition upgrade mill was a death trap and released a streamlined 5e, there wasn't much niche left for Pathfinder to fill.
5e was the second D&D edition released after Pathfinder, so I'm not really sure what “edition upgrade mill” you are talking about.
> (the community rejection of the fourth edition is the reason Pathfinder exists as a commercial product at all),
Pathfinder was released to wide acclaim before 4e; it's true that with sufficient acceptance 4e might still have displaced it, but the real reason for PF was the announced imminent replacement of the 3e Open Game License with a more restrictive Game System License for the upcoming 4e, and what that said for both Paizo (who made Pathfinder) and other third-party players in the 3e/3.5e ecosystem.
It's perhaps worth noting that 5e returned to an OGL core.
Yeah, there's a resurgence going on; Warhammer is getting more popular too again, even with the youth. I want to like it, but I can't bring myself to shell out €50 for a starter kit which looks like some plastic figures and a cardboard box on the back (some assembly required).
It's not so much that Pathfinder was too late; Pathfinder has been incredibly successful and has even outsold D&D in a couple of years. But D&D has and will always have the biggest brand recognition outside the hobby, and will therefore always be the game with the largest number of new players. And the largest number of old players too.
Speaking of CCG's, any collectors who happen to be coders? I haven't met too many at the local shops I stop by so I always figured collecting cards wasn't very popular amongst engineers.
I'm a very avid boardgamer (>100 games stored in a dedicated room) but CCGs never really interested me. I played some MTG way back but it was always very obvious that those games are a money sink. I like LCGs a lot more because you know what you get and can plan. For CCGs I always ended up buying a deck to play instead of "collecting". I tried again with Star Wars Destiny and enjoy the game a lot but I just can't bring myself to buy lots of booster displays just to get the stuff I want. My rational brain simply refuses to do it. I can buy a great board game for less than a booster display or I can buy a cool but expensive game for less than two booster displays (Gloomhaven).
And I can get the feel of a CCG from any of the great LCGs if I want that (Netrunner, L5R etc.). I get that in a CCG you get more carddrops and boom the entire meta shifts etc. but it's the corner of board/card gaming that interests me least by a wide margin.
I collected the 1996 Netrunner CCG for years; last year I found someone who was more or less selling off their complete collection (I didn't have any of the 2.0 cards or the majority of the 2.2 cards, and was also missing a handful of the 2.1 rares - inheriting a couple boxes of all the miscellaneous spares was fine by me if it meant a 100% complete binder) so that very expensive chapter of my life has closed.
I also went out and finished my "first TCG appearence of the original 151" Pokémon collection with one of my first few paychecks after graduating (had to shell out the money for Charizard and a couple others that were never in my collection from childhood). I really wanted to retroactively declare myself the coolest kid on the playground at recess, otherwise what was all that work for? :)
Sadly, while card games were an important part of my life growing up, a lot of mental switches flipped over the last year or so and I honestly regret spending so much money and time in the card game world over the entire first part of my life. In 2012 Android: Netrunner introduced me to the LCG model and made me realize that the CCG model was exploitative and a terrible use of my money (obvious in retrospect, but when you're in the thick of it, you try and rationalize it, you know?). Then, working towards my degree for a few years after that kept me out of the tournament ecosystem for so long that I found myself not wanting to go back - there were simply more productive uses of my brain cycles than deck construction and playing games. I know they say "time enjoyed wasted is not wasted time" but if I would have programmed or learned a few languages or focused on competition math or read classical literature or learned to cook or any number of other things in that first 18 years, I'd be so much better off [1]. It's possible many coders feel the same way, and that's why you're not seeing them.
[1] In fact, should parenting be in my future, I don't think I'd let my kids have nearly as much post-pubescent "non-skill-building" fun as I was allowed to have; competition for income is fierce and it's only going to get worse.
My company has a number of MTG players at our office. We've done a number of booster box drafts, and one co-worker even ordered a proxied Vintage cube online so we can draft whenever we want without needing to buy new boxes (plus, it's the only chance the younger people like me will ever get a chance to play with stuff from the first few sets that are now way too expensive to actually play with even if you are willing to shell out the money)
Back when I was in university (during the 1990s) everybody in the CS department played Magic: the Gathering. There were always people playing in the coffee room, we held plenty of tournaments.
Woah really? At my company (and others, at least according to my friends), MTG is really big among software engineers. Look around for sure - you'll find plenty of people like us!
Paradoxically, tech has actually made DnD much more accessible to the masses.
When my friends and I first started playing 3.5 in middle school, we pooled our money for a single player's handbook (they were pricey back then!) and would constantly be passing it around any time anyone needed to do anything, which really slowed down the pace of the game and made it hard to get intimately familiar with the rules.
Eventually someone found a PDF dump of some books, and suddenly not only did we have access to useful stuff like the monster manual and DM guide, but we could search the text super quickly and get familiar with the rules at home, on our own time.
Now that we're adults who can actually afford the books, we don't need the PDFs - but we still benefit from using phone apps for dice rolling and spellbooks, and roll20 for combat.
I've timed it in actual play: it's quicker to google for a monster stat block (one from the SRD, obviously) than it is to look it up in the Monster Manual sitting right next to the laptop.
Yep, what also adds in my point of view to its popularity is that due to highly successful DND inspired PC games and cosplay DND is generally not considered some weird thing. Also people tend to be ok with the fantasy part of DND.
When I started playing DND in the early 90th you were considered a creep with too much fantasy. :D
Funnily enough, the reason I had to pool money in the first place (rather than just asking for the book as a bday or xmas present) is because my church-going Dad bought into the "Dungeons and Dragons leads to devil worship" myth! He knows better now, but even in the 2000s many people had some very odd opinions of people who played RPGs. I do agree though that video games and big budget fantasy movies have brought the whole genre closer into the mainstream though.
This is really the killer feature for me. As much as I love the nostalgia and imagery of leafing through a hefty tome, the practicality of it wasn't so good for new players. Having to keep pausing the narrative to be like "Hold up. leafs to index, leafs to page, scans page to figure out which die to roll" really just bogs everything down. Especially if you're playing with indecisive munchkins.
We started playing a year ago, it was my first time playing since the mid-80's, and we're doing it all from my old AD&D (first edition) books and modules that I had collected from then.
We really like it because as a group of newbies - four of the five players had never played before - it gives us permission to do things that are really fun but we never really would have found time to do before. We've incorporated poetry reading, table-reading of scripts, songs, and silly tasks (I made my wife pick a real estate lockbox we didn't have the combination for, before her thief could advance to level 2).
So for us anyway, it wasn't anything about Wizards of the Coast or 5e... this is strictly Gygax-level stuff we're playing. But I think some of it is a blowback from many of us just feeling exhausted and discouraged about online life, there is greater appetite for making these sorts of memories and being creative together.
That sounds like a good time! I've actually had some of the most fun role-playing experiences playing with new players who don't really have a preconceived on what the typical limits of role-playing should be.
For example, we've got one player who decided to try and buy drugs in-game at one of the seedier cities we were stopping at. Fast-forward many sessions later, and she's now a kingpin of sorts with an owl-delivery service and contacts of varying trustworthiness all over the place. It does help to have a very creative DM who likes creating random effects (inhaling ground up flail snail shell turned out to be particularly silly) and teammates who don't get bent out of shape over "less than optimal" play or whatever.
This is the D&D I remember. Half the time we we didn't have the books accessible (basically each friend had bought a single book, so if they weren't around, neither was their book).
Due to limited transportation, we spent most of one summer playing on a 3-way phone chain. Whenever someone's parents needed the phone their character would become an NPC until they could dial back in. No maps — just a lot of trust and imagination.
In Germany there's at least one other big P&P RPG called "Das Schwarze Auge" (sold in the US as "The dark Eye" iirc and not very successful). I think it's a good system and the lore is pretty nice (even though compared to my child-self I now realized a lot of it is heavily influenced by real world history/cultures).
Which makes me wonder...what are other native language systems that are popular in the country but might not be known outside? My working hypothesis would be that those exist in many countries because P&P RPGs are language driven after all and so native language systems are the most natural tool for storytelling.
Please do share if you're from a non-US country and have an interesting system (and share if it is the go to system over DnD or comparable in popularity).
In Poland there were Krzyształy Czasu (Crystals of Time) - a generic high fantasy system made by people from Magia i Miecz magazine (pioneering magazine about RPGS in Poland - it was the only such press for decades). There was also "Wiedźmin - Gra Wyobraźni" - an RPG based on Witcher franchise and targetting new players reoughly at the time that Witcher was first adapted as movie and TV series. It wasn't very good mechanically, but got some people in the hobby.
There was also Dzikie Pola (based on Polish 16-18th century - inspired by books of Henryk Sienkiewicz - Polish Dumas). If you've seen "Deluge" or "With Fire and Sword" movies you know the setting. Sabres, flintlocks, Polish nobility, Ottomans, Muscovites, Cossacs, and wide steppes of modern Ukraine :)
On sci-fi side there is Neuroshima - fallout-like setting with some quirks. It was popular a few years ago but I don't hear about it much anymore.
But the most popular was (and still is) fantasy Warhammer RPG. The first Polish edition was the first time an RPG system was marketed in Poland and it was a big deal, almost everybody to this day started playing RPG with first or second edition of that.
Apart from that the most popular is Call of Cthulhu I think? Or maybe Vampire:the Masquerade and related systems, but that's losing popularity recently I think.
D&D was never very popular, that slowly changes recently.
Very cool, I never realized that the boardgame Neuroshima Hex! (very recommendable, recently also "reskinned" as Monolith Arena) is actually based on an RPG :D
Poland is a great boardgame nation,
Ignacy Trzewiczek is one of my favorite developers :)
Age of Aquarius https://ru.wikipedia.org/wiki/%D0%AD%D1%80%D0%B0_%D0%92%D0%B... was a pretty popular Russian role-playing game back in the day. Setting is modern urban fantasy (with guns and spells), with spies and magic mixed up together. I used to play it a lot in high school in early 00s, and at my first job in the game industry I actually got to know one of the game's creators, Slava Makarov, who later went on to create World of Tanks. I didn't know the game got the second edition in 2011 until just now, though.
Ah, yes! There was also a Dutch translation of Das Schwarze Auge (called Het oog des meesters, i.e. The Eye of the Master) which got me hooked to roleplaying. There were even tv commercials for it at the time. (Talking about the mid eighties here.)
The Dutch version soon lagged behind the original, but fortunately we lived near the German border and bookstores in Germany were loaded with extension kits and prefabbed adventures. It was a great boost for my German reading skills! ;-)
Sweden has produced quite a collection of P&P RPGs over the years, with Drakar & Demoner, Mutant and Kult probably being the three most popular. The last two I know got English translation of various versions, but I don't think they ever got popular outside of Sweden.
There is a fabulous (but sadly not well-known) RPG in the UK called "Clockwork & Chivalry" set during the English Civil War in an alternate 1640s.
This pits the clockwork machinery of Parliament's New Model Army against the magick of the Cavalier-Alchemists commanded by Prince Rupert (of the Rhine) fighting for Royal Absolutism.
Clockpunk Fantasy in a world of gunpowder, political machinations and fanatical righteousness.
It's still very popular in Germany with new adventures, boxes and also a lot of novels set in the universe being released.
As an aside: I also really like the old PC games "Das Schwarze Auge: Die Nordland-Trilogie" (Realms of Arkania in English iirc) but it's a very unique/strange adaptation. It's very close to the game system but has been criticized quite a bit for the gameplay content (I actually liked the storylines). When you selected the complex rule system it was very fun to just level the characters and try all the spells etc.
The round based combat was also very unique/interesting (imo)
The Open Gaming License of 3rd edition D&D was definitely open source inspired (despite my personal beefs with it) and kicked of a huge burst of new game developers, and that bubble collapsed right on the tails of the CCG collapse, which caused a big churn in the industry.
This led to a spike of online offerings, and the crowdsourcing era has meant that while the last 10 years is anything but safe for authors, for players it us as golden age.
Well beyond d&d (though there too) there is a wealth of options and better support and community than ever, between publishers and players, and amongst players. Tabletop games continue, as do video chat based games and play by post forums. All while the old school games, MOOs and MUSHes thrive. Different playstyles are supported, the communities are getting better about tolerance, and the Satanic Panic is not part of mainstream culture anymore.
I play D&D in person using a paper character sheet and physical dice, but I created that sheet using D&D Beyond. And most of the rest of the party uses D&D Beyond on iPads.
Holy hell is that more convenient for tracking spells and subtle rule interactions than what I used to have to do as a kid.
In my eyes, it's letting technology do what it does best -- get details right -- and frees up slightly more casual players to do the fun roleplaying part without being so bogged down.
The OGL was a big deal and hugely beneficial to the pen and paper RPG community as a whole. A lot of small publishers got their start publishing OGL supplements and then branched out into their own original games. That plus cheap digital publishing, and a one-stop-shop to buy PDFs in the form of DrivethruRPG, Kickstarter, plus the rise in geek culture generally through things like Comic Con has lead to a huge resurgence in gaming. It's never been better.
I don't think it's surprising at all. As mentioned here, people are looking for alternatives to spending time online all the time. Then, as the article mentions, LOTR, GOT, and Harry Potter have primed the culture to be big into fantasy. And finally, we're a good 30 years past the peak of the D&D bashing by religious types and the stereotype of it being a game for basement dwelling stoners and creeps, which means we have a full generation of young adults who don't have huge preconceived notions about the game.
If you enjoy D&D then Critcal Role[1] is a must watch. Matt Merser is an amazing DM. And the other players(all professional voice actors) are really good as well. It’s great sit on the couch for a while or watch while working type of fare. Each episode is multiple hours of great voice acting and D&D.
Also relevant - check out HarmonQuest[1], it's Dan Harmon (of Rick & Morty) doing a campaign which is then animated over. It's absolutely hilarious and very well made. Also, given each episode is only 25 minutes it's not quite as big of a commitment as Critical Role!
Critical Role is the perfect storm of
* great friends just playing a home game on stream
* who are excellent voice actors (they have Overwatch, Last of Us, Spider-Man, Horizon ++++ credits)
* who aren't afraid of improv
and who GET D&D
There are of course D&D spin-offs and clones like Pathfinder and 13th Age, old school (OSR) "retro-clones" like Dungeon Crawl Classics, Lamentations of the Flame Princess and many, many others. Then there are the classic non-D&D games like Shadowrun (in its 5th edition now), Traveller, Warhammer Fantasy Roleplay (4th edition just released), and GURPS. There's Savage Worlds for fast-paced pulp-style adventures, FATE for absolutely anything you can possibly imagine (including publications for Dresden Files and others). There's FFG's excellent Star Wars games (Edge of the Empire, Age of Rebellion and Force and Destiny), and dozens if not hundreds of smaller indie games, many of which are completely free.
We are truly living in a golden age for roleplaying games. D&D is merely the most visible and best-known one.
Indra Shah (booker prize shortlist author) wrote a book called Cyber Gypsies that covers this late 70's online community
Presumably, text based games are played with a screen reader. Would music and sound interfere with the persons ability to play? I was wondering if you could mix text and 3D audio to create a richer environment.
I just saw a pic-to-Braille conversion bot on Reddit, and your comment made me wonder if something similar could be built for blind Minecraft players. So far, I'm not aware of open source Minecraft-alikes that exposes the game purely through an API, though an open modding API like Minetest's [2] could probably be leveraged.
Googling around for this information leads to a lot of dead ends talking about the in-game Blindness effect, and I'm not a domain expert in what blind gamers would want to see, anyways. But it would be really cool to see the blind community add new dimensions to current game genres through game interaction APIs (though managing that and botting using the APIs would be an open problem).
[1] https://education.minecraft.net/wp-content/uploads/Code_Conn...
[2] https://dev.minetest.net/Main_Page
1. We played Minecraft with the specific intent of making visually appealing buildings. So at some point, when you can't see, that's not going to be fun no matter what you do...
2. Minecraft really doesn't have any accessibility whatsoever. You can scale the UI, but... high contrast mode? If you could even get that working with the base game, it's definitely not going to work with the mods we were playing with. As my friend went blind, it got harder and harder for him to deal with any zombies or anything that was moving, since it took him so long to slowly scan the screen and understand where he was. We considered trying to make mods to make things a little bit easier, but struggled with coming up with any mod that would actually improve things. :)
3. My quick glance at the API suggests that we'd end up with a situation where we were playing the game and he was... programming. That may work for some people, but I think for this group that borders too close on after-hours work...
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That fast skim reading can't be done with braille.
Plus, you don't even have to use dice—anything that gives a uniformly random outcome is alright. (E.g. local “Choose your adventure”-clone books had dice sides printed on each page.)
Now, tracking the character sheet and consulting the rules are probably more of a nuisance to the person.
For a while he was DMing and he would use a screenreader to access his notes plus the rolls. We don't typically use maps or boards, but instead try to do it all with descriptions of places. It does mean that the rooms we enter all tend to be fairly simply shaped, and it's possible that each of us has pictured a slightly different room, but it all works out in the end.
Are they using their disability during gameplay, and/or in-character?
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All the RPG market needed was one publisher with good production values and broad distribution to discard a big chunk of its worst, thorniest rules. Wizards was happy to oblige...
Pathfinder saw it too with their precursor Beginner Box, which also threw out a big chunk of its worst, thorniest rules and sold like crazy off a Humble Bundle. They just didn't get the distribution (or the right YouTubers on board) until it was too late, and never plugged their Beginner Box into other content as elegantly as Wizards did.
I think you can make a very good case that D&D 4e in 2008 was where they decided to “discard a big chunk of its worst, thorniest rules”, and that the big innovation in 5e, released in 2014, was less about discarding thorny rules and more about reconnecting the streamlined rules with the fiction, in a way to preserve (mostly) the mechanical streamlining of 4e while reconnecting with the feel of earlier versions (not just one of those, but supporting the different appeal of multiple of them.) Changes like swapping encounter and daily powers for powers recharging with a short or long rest aren't a big deal mechanically, but they are a shift from pure metagame balance to something that is better tied to actions in the in-game milieu.
5e was the streamlining and modularization that was needed so you could play it like it was 2e, or 3e/3.5e, or even 4e if you wanted to. 5e was a return to D&Ds roots bringing along only the good stuff it had learned in 35 years.
A friend of mine used to say, "Sometimes you just have to get offline, get real, and face each other over a tabletop with some dice." Shortly after we met, we went to a haunted house together, and she won us the special T-Shirt prize by using her "spot the secret passage from the blank spot in the map" skills in real life.
Not trying to be a downer, just saying that this is kinda stretching the definition of "real life application of game skills" for me. More like "applying a board game skill to a different kind of game"
Given a "Pathfinder" vs. "D&D" choice, and no overwhelming community consensus either way (the community rejection of the fourth edition is the reason Pathfinder exists as a commercial product at all), everyone's going to buy the game with the famous name.
And the history. '80s nostalgia is a big thing right now, and D&D can drink at that well. Quite a lot of people who made it in Hollywood and are powerful right now, were D&D players 30 years ago when they were kids; so they supplied the glam factor that helps keeping games out of the "nerd" niche.
5e was the second D&D edition released after Pathfinder, so I'm not really sure what “edition upgrade mill” you are talking about.
> (the community rejection of the fourth edition is the reason Pathfinder exists as a commercial product at all),
Pathfinder was released to wide acclaim before 4e; it's true that with sufficient acceptance 4e might still have displaced it, but the real reason for PF was the announced imminent replacement of the 3e Open Game License with a more restrictive Game System License for the upcoming 4e, and what that said for both Paizo (who made Pathfinder) and other third-party players in the 3e/3.5e ecosystem.
It's perhaps worth noting that 5e returned to an OGL core.
But Cubicle7 Games has just published the 4th edition to Warhammer Fantasy Roleplay, so that aspect of Warhammer is back too.
And I can get the feel of a CCG from any of the great LCGs if I want that (Netrunner, L5R etc.). I get that in a CCG you get more carddrops and boom the entire meta shifts etc. but it's the corner of board/card gaming that interests me least by a wide margin.
I also went out and finished my "first TCG appearence of the original 151" Pokémon collection with one of my first few paychecks after graduating (had to shell out the money for Charizard and a couple others that were never in my collection from childhood). I really wanted to retroactively declare myself the coolest kid on the playground at recess, otherwise what was all that work for? :)
Sadly, while card games were an important part of my life growing up, a lot of mental switches flipped over the last year or so and I honestly regret spending so much money and time in the card game world over the entire first part of my life. In 2012 Android: Netrunner introduced me to the LCG model and made me realize that the CCG model was exploitative and a terrible use of my money (obvious in retrospect, but when you're in the thick of it, you try and rationalize it, you know?). Then, working towards my degree for a few years after that kept me out of the tournament ecosystem for so long that I found myself not wanting to go back - there were simply more productive uses of my brain cycles than deck construction and playing games. I know they say "time enjoyed wasted is not wasted time" but if I would have programmed or learned a few languages or focused on competition math or read classical literature or learned to cook or any number of other things in that first 18 years, I'd be so much better off [1]. It's possible many coders feel the same way, and that's why you're not seeing them.
[1] In fact, should parenting be in my future, I don't think I'd let my kids have nearly as much post-pubescent "non-skill-building" fun as I was allowed to have; competition for income is fierce and it's only going to get worse.
Interestingly at the shop I go to play I'm the only one with an engineering background.
When my friends and I first started playing 3.5 in middle school, we pooled our money for a single player's handbook (they were pricey back then!) and would constantly be passing it around any time anyone needed to do anything, which really slowed down the pace of the game and made it hard to get intimately familiar with the rules.
Eventually someone found a PDF dump of some books, and suddenly not only did we have access to useful stuff like the monster manual and DM guide, but we could search the text super quickly and get familiar with the rules at home, on our own time.
Now that we're adults who can actually afford the books, we don't need the PDFs - but we still benefit from using phone apps for dice rolling and spellbooks, and roll20 for combat.
When I started playing DND in the early 90th you were considered a creep with too much fantasy. :D
weather generation was the impetus of my first programs on a Vic 20
This is really the killer feature for me. As much as I love the nostalgia and imagery of leafing through a hefty tome, the practicality of it wasn't so good for new players. Having to keep pausing the narrative to be like "Hold up. leafs to index, leafs to page, scans page to figure out which die to roll" really just bogs everything down. Especially if you're playing with indecisive munchkins.
We really like it because as a group of newbies - four of the five players had never played before - it gives us permission to do things that are really fun but we never really would have found time to do before. We've incorporated poetry reading, table-reading of scripts, songs, and silly tasks (I made my wife pick a real estate lockbox we didn't have the combination for, before her thief could advance to level 2).
So for us anyway, it wasn't anything about Wizards of the Coast or 5e... this is strictly Gygax-level stuff we're playing. But I think some of it is a blowback from many of us just feeling exhausted and discouraged about online life, there is greater appetite for making these sorts of memories and being creative together.
For example, we've got one player who decided to try and buy drugs in-game at one of the seedier cities we were stopping at. Fast-forward many sessions later, and she's now a kingpin of sorts with an owl-delivery service and contacts of varying trustworthiness all over the place. It does help to have a very creative DM who likes creating random effects (inhaling ground up flail snail shell turned out to be particularly silly) and teammates who don't get bent out of shape over "less than optimal" play or whatever.
Due to limited transportation, we spent most of one summer playing on a 3-way phone chain. Whenever someone's parents needed the phone their character would become an NPC until they could dial back in. No maps — just a lot of trust and imagination.
Which makes me wonder...what are other native language systems that are popular in the country but might not be known outside? My working hypothesis would be that those exist in many countries because P&P RPGs are language driven after all and so native language systems are the most natural tool for storytelling.
Please do share if you're from a non-US country and have an interesting system (and share if it is the go to system over DnD or comparable in popularity).
There was also Dzikie Pola (based on Polish 16-18th century - inspired by books of Henryk Sienkiewicz - Polish Dumas). If you've seen "Deluge" or "With Fire and Sword" movies you know the setting. Sabres, flintlocks, Polish nobility, Ottomans, Muscovites, Cossacs, and wide steppes of modern Ukraine :)
On sci-fi side there is Neuroshima - fallout-like setting with some quirks. It was popular a few years ago but I don't hear about it much anymore.
But the most popular was (and still is) fantasy Warhammer RPG. The first Polish edition was the first time an RPG system was marketed in Poland and it was a big deal, almost everybody to this day started playing RPG with first or second edition of that.
Apart from that the most popular is Call of Cthulhu I think? Or maybe Vampire:the Masquerade and related systems, but that's losing popularity recently I think.
D&D was never very popular, that slowly changes recently.
Poland is a great boardgame nation, Ignacy Trzewiczek is one of my favorite developers :)
The Dutch version soon lagged behind the original, but fortunately we lived near the German border and bookstores in Germany were loaded with extension kits and prefabbed adventures. It was a great boost for my German reading skills! ;-)
This pits the clockwork machinery of Parliament's New Model Army against the magick of the Cavalier-Alchemists commanded by Prince Rupert (of the Rhine) fighting for Royal Absolutism.
Clockpunk Fantasy in a world of gunpowder, political machinations and fanatical righteousness.
As an aside: I also really like the old PC games "Das Schwarze Auge: Die Nordland-Trilogie" (Realms of Arkania in English iirc) but it's a very unique/strange adaptation. It's very close to the game system but has been criticized quite a bit for the gameplay content (I actually liked the storylines). When you selected the complex rule system it was very fun to just level the characters and try all the spells etc. The round based combat was also very unique/interesting (imo)
The Open Gaming License of 3rd edition D&D was definitely open source inspired (despite my personal beefs with it) and kicked of a huge burst of new game developers, and that bubble collapsed right on the tails of the CCG collapse, which caused a big churn in the industry.
This led to a spike of online offerings, and the crowdsourcing era has meant that while the last 10 years is anything but safe for authors, for players it us as golden age.
Well beyond d&d (though there too) there is a wealth of options and better support and community than ever, between publishers and players, and amongst players. Tabletop games continue, as do video chat based games and play by post forums. All while the old school games, MOOs and MUSHes thrive. Different playstyles are supported, the communities are getting better about tolerance, and the Satanic Panic is not part of mainstream culture anymore.
Holy hell is that more convenient for tracking spells and subtle rule interactions than what I used to have to do as a kid.
In my eyes, it's letting technology do what it does best -- get details right -- and frees up slightly more casual players to do the fun roleplaying part without being so bogged down.
[1] https://critrole.com
[1] https://en.wikipedia.org/wiki/HarmonQuest
Critical Role is the perfect storm of * great friends just playing a home game on stream * who are excellent voice actors (they have Overwatch, Last of Us, Spider-Man, Horizon ++++ credits) * who aren't afraid of improv and who GET D&D