Why are RPGs so hard to play? Part 1: Player Buy-in
Getting players to get into it is hard… but we can fix that
In this series I’m calling “Why are RPGs so hard?” I address some of the biggest challenges in running and playing tabletop RPGs. Because let’s face it, there are a lot of challenges. Those challenges are probably why video games and board games are much bigger industries. But I love RPGs, and since you’re here, I assume you do to. So let’s discuss!
I. So what’s the problem?
Alright, let's cut to the chase: you've got your rulebooks, your dice, and maybe even some painted 3D-printed terrain miniatures. You're ready to dive into a new RPG that has an incredibly unique setting. But hold on a second—what about your players? Are they as pumped as you are? I'm talking about player buy-in. This is the secret sauce, the magic ingredient that can make or break your game session. Without it, you're just a storyteller trying to pull donkeys down a dirt path.
Player buy-in is the secret sauce, the magic ingredient that can make or break your game session.
You might be thinking, "Hey, this new setting and rule system is incredible. What more do they need?" Well, that's where you're wrong, and it's a common pitfall. You see, the challenge isn't just about you, the GM, knowing and loving your world and your rules. It's about getting your players to want to know them. And as you know, that's easier said than done. It’s especially painful if the setting we’re talking about is homebrewed. We've all been there at least once: you spend hours, maybe even days, crafting an intricate world with its own history, politics, and cultures. You present it to your players, and then... crickets. Maybe they're overwhelmed by the 50-page lore document you sent them.
Or maybe they're just not that into learning a new set of rules. Either way, you've got a problem: a lack of player buy-in.
So, why is this so crucial? Because an RPG isn't a novel or a movie; it's a collaborative storytelling experience. Your players are not just passive consumers; they're co-creators. If they're not invested in the world or the rules, then they're not going to be invested in the story that unfolds. And let's be honest, there's nothing more disheartening than pouring your soul into a campaign only to have your players not give a damn.
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