It's getting quite close to the end of the decade, with a couple of years still to go, but this is probably enough to be able to work out what the major influences on the hobby have characterised the decade. You know the sort of thing I'm talking about, I hope (feel free to correct me!):
1970s - Dawn of the hobby - Major games: OD&D, Traveller, RuneQuest - big emphasis on sweeping vistas, escapism and intricate settings (eg: Glorantha, Empire of the Petal Throne).
1980s - The Business decade of gaming - Major games: AD&D, Call of Cthulhu, Champions, GURPS, latterly Cyberpunk and most notably Warhammer 40K. The D&D cartoon; the 'satanic' outcry, the growth of the hobby into the gaming industry. Materialism in gaming: big skill lists and equipment catalogs; lots of materialistic/mechanistic settings low on 'spirituality' and high on accumulating stuff.
1990s - The 'Goth-Punk' decade - the withdrawal of Games Workshop from rpgs to focus on wargaming, the collapse of TSR, GDW and other older companies; the rise of Wizards of the Coast and White Wolf. Vampire: The Masquerade, 'goth punk'; dark urban fantasies and conspiracies; moody 'artistic' gaming. Magic: The Gathering and CCGs.
2000s - The D20 decade - D&D 3rd edition/OSR/d20 - new companies like Green Ronin and Mongoose; 'Indie' gaming - GNS theory. Lots of pulpy, heroic action games like Savage Worlds, Mutants & Masterminds and Spirit of the Century. Collapse of D20 Bubble. D&D4 vs Pathfinder.
And so to this decade, the 2010s. He's a few of my guesses:
- The Kickstarter Decade - Crowdfunding. Alternative avenues of creating and selling to RPG markets, including PDF and POD; eBay and Amazon.
- Tabletop - Felicia Day and Will Wheaton; Critical Role; YouTube unboxing videos and live action podcasts, etc.
- 'Old School Renaissance + mainstream "Indie" rpgs.
- Apocalyptic roleplaying - Apocalypse World, Eclipse Phase, Mutant: Year Zero, Numenera, lots of games depicting the end of the world as we know it.
Any others?
1970s - Dawn of the hobby - Major games: OD&D, Traveller, RuneQuest - big emphasis on sweeping vistas, escapism and intricate settings (eg: Glorantha, Empire of the Petal Throne).
1980s - The Business decade of gaming - Major games: AD&D, Call of Cthulhu, Champions, GURPS, latterly Cyberpunk and most notably Warhammer 40K. The D&D cartoon; the 'satanic' outcry, the growth of the hobby into the gaming industry. Materialism in gaming: big skill lists and equipment catalogs; lots of materialistic/mechanistic settings low on 'spirituality' and high on accumulating stuff.
1990s - The 'Goth-Punk' decade - the withdrawal of Games Workshop from rpgs to focus on wargaming, the collapse of TSR, GDW and other older companies; the rise of Wizards of the Coast and White Wolf. Vampire: The Masquerade, 'goth punk'; dark urban fantasies and conspiracies; moody 'artistic' gaming. Magic: The Gathering and CCGs.
2000s - The D20 decade - D&D 3rd edition/OSR/d20 - new companies like Green Ronin and Mongoose; 'Indie' gaming - GNS theory. Lots of pulpy, heroic action games like Savage Worlds, Mutants & Masterminds and Spirit of the Century. Collapse of D20 Bubble. D&D4 vs Pathfinder.
And so to this decade, the 2010s. He's a few of my guesses:
- The Kickstarter Decade - Crowdfunding. Alternative avenues of creating and selling to RPG markets, including PDF and POD; eBay and Amazon.
- Tabletop - Felicia Day and Will Wheaton; Critical Role; YouTube unboxing videos and live action podcasts, etc.
- 'Old School Renaissance + mainstream "Indie" rpgs.
- Apocalyptic roleplaying - Apocalypse World, Eclipse Phase, Mutant: Year Zero, Numenera, lots of games depicting the end of the world as we know it.
Any others?