I like Community, but Dan Harmon is just plain wrong here. Tabletop RPGs never stopped innovating and refining.
- The 80s saw, for example: Call of Cthulhu (81), Paranoia (84), Ars Magica (87), d6 Star Wars (87), Cyberpunk 2013 (88), Shadowrun (89).
- The 90s brings the World of Darkness, Torg, Amber, Underground, Blue Planet, 7th Sea, Aberrant
- In the 2000s you get the Forge/Story Games movement (Sorcerer, Dogs in the Vineyard, etc.), D&D 3.0, the OGL, etc.
- And in the 2010s we have Apocalypse World and Powered by the Apocalypse games, RPG Kickstarters, Tons of anniversary editions of old RPGs (WoD 20th anniversary editions, 7th Sea 2.0, etc.), Pathfinder’s rise, D&D 5e, Critical Role, Roll20, etc.
Where’s the stagnation in there? I see mechanical innovation, troupe play, bridging across to other genre influences, acting techniques, roleplay theory, scene framing, etc.. And that was just a short thread overview of a way more complicated and nuanced tradition.
It’s okay to say “I got bored with RPGs, but since video games have become so much their own thing, I got excited about RPGs again.”
It’s also sensible to say that technological innovation with streaming and podcasts enabled RPGs to become an outward-facing art form and that Podcasts of Acquisitions, Inc. PAX events, and streaming games like Critical Role turned small group experiences into shared experiences. Yeah, for sure. You don’t get The Adventure Zone or Friends at the Table being A Thing without the rise of podcasts.
Roll20, Skype, & other systems let people re-connect with childhood friends to play across a continent or play w/people they’ve never met. *Raises hand* That’s me. Playing a Roll20 D&D game with old SCA friends and their friends.
There was this trend in confessional gamer memoirs in the 2000s where the white male gamer waxes rhapsodic about loving RPGs as a kid, about how it was this secret only he and his friends knew about and appreciated. But then he “discovered” girls, went to college, and/or “grew up” and cast RPGs aside, only to re-discover his love for them later, returning not just with nostalgia, but with renewed appreciation. Harmon’s bit seems like this, but probably across a different life path. It’s okay to have left and come back, but RPGS were always here.
WoD (World of DarknesS) and esp. Mind’s Eye Theater enabled women to claim space in RPGing that had been largely denied. Women & people from other marginalized populations/identities have always played RPGs, but World of Darkness and its LARPs were a major vector by which even more people got into RPGs, continuing to shift the balance away from the straight white male perceived monolith.
Yes, this is a golden age of RPGing, but it’s not because of video games. Video games & Tabletop RPGs have evolved in tandem, borrowing back and forth from one another, but tabletop is not a symbiote thriving only because of video games.
Do better, Dan Harmon. Like it or not, you’re seen as a major name in RPGs now because of HarmonQuest. Do right by the community people see you as representing. You need to roll better on your Save vs. Be That Guy.
P.S. Shout-out to SF writer John Appel for strong contributions to this original twitter thread.