This month’s RPG Blog Carnival over at Mad Brew Labs is on Growing the Hobby. I quote:
While I don’t think the hobby is disappearing, by any means, I don’t see it expanding by leaps & bounds either. I’d personally like to see it grow, and I would like to hear what the RPG Blogosphere has to say.
“Blogosphere.” :shudder: I so hate that word. Ah well; not their fault.
Can It Grow?

"Sprout is now growing up" by BONGURI on Flickr
Not to be negative, but I honestly suspect that there’s little room for growth in the RPG industry. And that’s okay.
I originally wrote half a dozen long paragraphs describing each demographic’s limited potential for RPG sales, then remembered that demographics are a terrible way of measuring anything these days.
So let’s put it this way: What itch does an RPG scratch?
Players get the ability to live the life of a more interesting person, in a way that is deeply interactive and long-form. GMs are able to create worlds and tell complex stories.
Quick, walk into a sports bar, and find me somebody who wants to put a lot of thought into crafting a long-form story. Find me somebody who wants to give up one night a week to sit around with a bunch of friends and actively use their imagination.
Most folks just don’t value that. Sure, they’ll watch a fantasy movie — because they’re watching it.
This is not a dig against “mundanes.” Most people just don’t value the same things that geeks value.
How To Grow It?
I can think of a couple of things.
One: The vast majority of RPGs focus on geek settings. I challenge you to find an RPG setting or product that doesn’t assume at least a fantastic or science fiction element.
(I always found it telling that the example shows in Primetime Adventures, which is about creating dramatic TV episodes, skews strongly towards SF/F shows like Buffy the Vampire Slayer.)
What if there was an RPG where you play a basketball star? Or a private investigator? Or a nurse in an ER?
Two: The systems have to be simpler and require fewer materials. There are only so many people in the world willing to go out and buy special dice for a game. (And since when was that considered an acceptable additional cost of playing a game? Board games don’t assume this; they come with the dice, board, etc.)
Three: The games have to provide a stronger initial punch. Most folks don’t want a multi-year commitment out of their game; they want Scattergories. Character creation (for most) is work with no obvious, direct reward.
Imagine an RPG that comes with two dozen vibrant, pre-generated characters and a dozen well-crafted, quick adventures. Want to play an adventure in an hour or two? Grab a character and go.
I’m sure there are others. How would you grow the hobby beyond the folks who already play it?