February round: reflection after the first rush
jburneko:
So, I wanted to point out that one of the barriers to developing the kind of culture Ron seems to want to raise around these games is that it doesn't really matter how much enthusiasm we generate here. If we can't create equal amounts of enthusiasm *locally* to ourselves beyond our online activity it's pretty hard to participate in this process beyond submitting designs and providing reader feedback.
Locally, I have no problem organizing a game of say, Dogs in the Vineyard or Sorcerer or even My Life with Master. But getting together a game of It Was A Mutual Decision is like pulling teeth; being met with nothing but weird stares whenever I bring the game up. Even among local "indie" heads I get called "niche".
I've wanted to play Left Coast for a LONG, LONG while now but get rejected every time I make the suggestion. I even have two hard-core Heinlein fans among my extended gaming circle.
In some cases this is a rejection of the subject matter (like Mutual Decision) but in some cases it's a flat out rejection of the process. I know very few people who are willing to engage with games that aren't "complete." And by "complete" I mean tested and vetted by someone else. It's why I put Doctor Chaos on the con schedule. I had to call out to strangers to accumulate interest because I knew I wasn't going to be able to just call up my regular gaming buddies.
Basically, these games are perceived as too weird, too small or too socially risky to generate sufficient local interest.
Note: I'm not saying this can't be overcome. But if you haven't already cultivated the social context to properly engage these games, it's an awful lot of work to create one.
Jesse
stefoid:
roleplaying is wasted on the young.
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