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posted by martyb on Tuesday April 09 2019, @07:50AM   Printer-friendly
from the would-you-play-differently-online? dept.

NY Times:

Wizards of the Coast, the parent company of Dungeons & Dragons, reported that 8.6 million people played the game in 2017, its biggest year of sales in two decades. That mark was eclipsed in 2018, when D&D sales reportedly grew 30 percent. All of those D&D consumers are snapping up the Fifth Edition, a new rule set released in 2014 that emphasizes a flexible approach to combat and decision-making. New players don’t need to learn as many arcane rules to get started, and sales of D&D starter kits skyrocketed.

Adding to the newfound popularity are thousands of D&D games broadcast on YouTube and the live-stream service Twitch. “Critical Role,” a popular livestream and podcast, features actors playing the game.

[...]What makes D & D[sic] different is that we can never forget about the human beings behind the avatars. When a member of my group makes a bad choice, I can’t look into his face and shout insults the way I would if we were playing online. He’s a person, and my friend, even if he also inexplicably decided to open an obviously booby-trapped trunk, get a faceful of poison and use up my last remaining healing spell.

My 50th-level Magic-User Ferrick the Magnificent scoffs at these neophytes...


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  • (Score: 2) by The Mighty Buzzard on Friday April 12 2019, @10:34AM

    The most frustrating thing to me with RPGs was reading pre-written campaigns that said the GM/DM should force the characters to go a certain way and 'throw rolls' to ensure they succeed or fail.

    We never had that problem. The DM cussed as often as the players and quickly learned to think on his feet since "Yet again the GOP1 triumphs over a carefully crafted DM plot," was so often heard around the table.

    1 We had a strong tendency to explore dungeons by always turning right.

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