Rebuilding the Network, A Manifesto
Aug 04, 2010 in Culture, D&D, Games
The goal of the manifesto is simple; rebuild the network. Create a simple guide that, if used, if made popular, will result in a healthy and robust network of tabletop RPG players. We’ll get into what that means below, but let’s start with the manifesto. It’s simple.
1: A curious person is a new player
2: Playing is more important than learning.
That’s it. That’s the whole thing. If we take these statements as axioms and put them to work, we will rebuild the network of gamers.
A Curious Player is a New Player
If people see you playing, if people see you reading, painting miniatures, if people hear you talking about the game and ask what it is? Tell them. Tell them it’s fun, it’s social, you get together with your friends and roll dice and kill stuff. You laugh, you have fun, and you come out the other side with intensely memorable experiences. Use references they’ll get. It’s like the Lord of the Rings except you get to be Gandalf. It’s like a video game except you don’t sit in a dark room staring at a TV.
Don’t be afraid to reference things people get. There’s nothing wrong with saying it’s like a movie, or like a video game. These are massively more popular forms of entertainment. If you feel compelled to push the idea of “cooperative storytelling,” well, I can’t stop you. But regardless of what kind of game you play, I think this is the wrong way to sell RPGs. It’s at best an arcane idea and probably abstruse and misleading. People don’t know what ‘cooperative storytelling’ means and might not even realize they’re doing it while it’s happening. Let them discover the storytelling aspect. All RPGs have it. But people already know they like playing games, they don’t know if they like telling stories and it’s not your job to convince them they should.
Don’t wait for them to ask to play, invite them. Someone who asks you what you’re doing, even if they do it while seeming to look down on it, that person just overcame their natural tendency to keep their mouths shut, and tried to cross the divide. Meet them halfway. Don’t wait for them to ask! Ask them! They’re already curious!
If they say “no thanks,” let them. One of my friends thinks another of my friends is a douche because he spent 5 minutes trying to get her to play with us while she was trying to work. That was a long five minutes for her, after she’d already made herself clear. Respect their answers. If they say no, but you think maybe they can be converted, let them stew. Let them think about it, don’t bug them. No hard sell, we do this for fun!
This can be tough because if we all just always invite everyone who seems interested, many groups would very quickly get too large. But I think we can agree that we’d all be better off, happier, dealing with the problem of Too Many players, rather than Too Few. The first step, then, is to ask the curious person to become a new player.
Playing is More Important than Learning
When someone sits down to play with you for the first time, they don’t want to be intimidated. Stacks of books, charts, lots of choices that don’t mean anything to them yet, it’s confusing and it gets in the way of the goal: play. Even if your favorite game is a pamphlet you bought off someone’s website and then printed out yourself, the player who sits down with you for the first time doesn’t want to read that pamphlet, doesn’t want to make choices about their character, they want to play. You may think “but this game is so simple, there are only 4 choices to make in character creation!” That’s fine; if they like playing the game, they can make their own character and their own choices next time. But the first thing that happens when a new player sits down is they get to play.
Even if you did everything in your power to make it as easy to play as possible, a new player would still have a lot to learn. Remember that for a new player, everything is new. Including even the idea of getting together with your friends to play games! They’re going to be intimidated. It’s your job to make them feel welcome. The new player is going to be learning everything, they’re going to be learning you, learning the group, learning how everyone behaves and what’s expected. That’s a lot and we haven’t even gotten to the rules of the game yet! The goal, then, must be to maximize play, and learning through play.
How do we do this? Easy. Make sure new players have everything they need when they sit down for the first time.
- Dice
- Pencil and Paper
- A pregenerated character, preferably one that has cool stuff to do, but is not too complex. Don’t go overboard.
- A mini, if appropriate. You’d be surprised how many new players key off things like the funky dice, or the cool miniatures.
Once you’ve done this, you’ve just gotten started. Now you have to be a good GM and a good group of players, but the Manifesto can’t do that. That’s not its job. Just make sure the new player gets to do things, preferably right away. Helping a new player have fun is a short-term sacrifice for you and your friends, for a long-term payoff. It’s an investment. For this one night, it’s ok that you’re not the star of the show. Let the new player be cool. If the new player is intimidated by all the attention, let the new player watch for a while. Either way the goal is the same; make sure the new guy has fun.
A group that gets large may need to have more than one GM, more than one group, evolve into a collective where you show up and don’t know who your GM is going to be or which of the 20 players you’re going to be gaming with, but that’s how it used to be! That’s how RPGs were originally played in 1974, that’s how the phenomenon grew. We play now because those ur-players followed this manifesto without ever writing it down. They derived it. And for a long time the network was healthy.
The network grew to the point where it was so large, and the game was so popular, that eventually in the mid-1980s when the hobby exploded, people who weren’t full-time geeks became gamers and those people once they got into college and shortly thereafter felt weird talking about gaming to normal, non-gamers. People shut up, started playing in groups of 4 and 6 in private and saying “I play RPGs” meant you were weird. The network suffered.
But that was 20 years ago and while the damage that period did to the network was pretty bad, geek culture is now mainstream. There are more of us now than there are of them. Let’s go back to inviting new players. Let’s get the hobby back where it was, and then take it farther. Don’t wait for your favorite designer, don’t wait for the license holders and corporations, just follow the manifesto, and the network will repair itself.
Let’s make new gamers.
Popularity: 14% [?]

It’s been a while since I wrote anything here and there are two reasons for that. First, this blog was mostly an experiment to prove to myself I could attract an audience, and I proved that to my own satisfaction. The more time I spent on the site, the more readers I got, and I learned how to tailor posts and subject matter to my audience, and how to write to attract a larger audience. So to that extent, the experiment was a success.

If you’re reading this, then you’re invited to come 
“If you’re applying for a job as a game designer at a console company,” Scott said to me, “you should at least be able to come up with SOMETHING about your favorite game, in this case a game that also happens to be the best selling console game of all time.”
Greatest in both senses; large, epic, and excellent. I’m talking here about the best story I’ve ever encountered in any game of any type I’ve ever played. RPGs, Computer Games, whatever. The game is
My friend Jim is 50 now, and was 19 in 1975. He played with