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"Roleplaying used to be big" would have been an
excellent line to
start this article with, if it wasn't for the slightly regrettable
fact that it isn't actually true.
But although roleplaying was never what you would
call big, it used
to be bigger than it is now. Back in the mid-eighties we had
magazines in WH Smiths, and a dozen games shops within driving
distance of my house.
What went wrong? And more importantly, how can we
put it right?
Well there are some obvious factors. The rise of
computer games. The
fragmention of communications caused by the Internet (that's a fancy
way of saying that perhaps people don't need a magazine now that they
have the Internet, but because the Internet is so fragmented, a
thousand websites don't give the same sense of community that one
magazine in WH Smiths used to).
But I think there is one factor that we are
generally too scared to
admit.
Roleplaying used to be dangerous.
You could admit you roleplayed to non-RPGers,
because the response
you were likely to get was something along the lines of: "Hey, isn't
that something to do with devil worship? Don't people who do it,
like, top themselves?"
And of course you'd deny it, but with the kind of
smug, satisfied
smile that implied that although what they'd said was basically
bollocks, roleplaying was still a pretty "extreme" pastime to be
engaged in.
Now maybe in America this thing still happens,
but I get the feeling
that it's a lot less prevalent than it used to be, and over this side
of the pond it never happens at all.
Pretty much 100% of the population believe that
roleplaying is a very
safe, very boring, very sad pastime.
It seems pretty clear to me.
Back in the eighties, when the religious right
were telling the world
that roleplaying was devil worship - our hobby was booming.
But now that all but a mad hard-core have stopped
urging parents to
burn their offspring's splatbooks - our hobby is weak.
What to do..?
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Copyright � 2002 Critical Miss Gaming Society
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