We got a few insights into player demographics through Geekwire reporting from the WotC Media summit and I wanted to run through these few numbers from Wizards to see how they compare to what we get when the community surveys itself (are we completely off or broadly in-line). Short answer - it appears we are broadly the same.
The key points I pulled from the end of the Geekwire article:
- 60% of D&D players are male, 39% are female, and 1% identify otherwise;
- 60% are “hybrid” players, playing online & in person
- 58% play D&D on a weekly basis.
- Most respondents (48%) identify as millennials, vs. 19% from Generation X and 33% from Generation Z (born between 1997 and 2012).
- The player population recently crossed a point where the majority of current D&D plans are those who started playing the game with the fifth edition.
So lets drop all these onto what other data we have and see how it compares.
First off - we get a player population breakdown of 60% male, 39% female, 1% of other identity. Plotting this on our long run chart it falls right on the trend.
Reports that "58% play D&D on a weekly basis" fits on the trend of other surveys.
31 May 2023
29 May 2023
Shiny TTRPG links #122
A light list this week as I got occupied organising an event. More can be found on the previous list found here. The original inspiration for all of this is weaver.skepti.ch End of Week links. You can find even more links on the newly-automated weekly blogroll on r/OSR or the RPG Blog Carnival or a roundup of non-blog news on Third Kingdom Games roundup.
Hosted by Monkey's Paw Games gives us OSR June Jam 2: This Time It's Not June Jam 1
Tomas Gimenez Rioja | The Macabre GM 💀 is soon to launch What Is It That Lies Beyond The Immenseness of the Dark?
Vol 5 of 28mag is out
Lorc gives us An Untitled Turnip 28 RPG
Grumpy Wizard asks Is Fudging Dice Good Game Mastering?
Alex Schroder writes on Violence
The Pastel Dungeon proposes Ambition Levelling
Hosted by Monkey's Paw Games gives us OSR June Jam 2: This Time It's Not June Jam 1
Tomas Gimenez Rioja | The Macabre GM 💀 is soon to launch What Is It That Lies Beyond The Immenseness of the Dark?
Vol 5 of 28mag is out
Lorc gives us An Untitled Turnip 28 RPG
Grumpy Wizard asks Is Fudging Dice Good Game Mastering?
Alex Schroder writes on Violence
The Pastel Dungeon proposes Ambition Levelling
27 May 2023
Review: Arcadia #27 - Sharkadia
tl:dr; a jam packed 40 pages of seafaring fun, monsters, mechanics and an campaign to showcase them all, all topped off with nice art.
Arcadia Magazine #27 - Sharkadia (April 2023) - is one of the last of the excellent Arcadia magazines from MCDM before they go on hiatus for a bit. I have been meaning to look at Arcadia for a while and this being a deep-sea issue while I've been on a bit of an aquatic theme of posts recently makes the time right to just get it done. Arcadia has been MCDM's test of 'can we turn out three quality articles every month?' - answer yes. I have gotten great mileage out of their Ace's High flying combat system from Arcadia #4. I get my Arcadia's through the MCDM patreon - you can get these pdf's through their webstore in bundles too.
As ever, the visuals with Arcadia are a treat,
Arcadia Magazine #27 - Sharkadia (April 2023) - is one of the last of the excellent Arcadia magazines from MCDM before they go on hiatus for a bit. I have been meaning to look at Arcadia for a while and this being a deep-sea issue while I've been on a bit of an aquatic theme of posts recently makes the time right to just get it done. Arcadia has been MCDM's test of 'can we turn out three quality articles every month?' - answer yes. I have gotten great mileage out of their Ace's High flying combat system from Arcadia #4. I get my Arcadia's through the MCDM patreon - you can get these pdf's through their webstore in bundles too.
Cover art by Veronica O'Neill
As ever, the visuals with Arcadia are a treat,
24 May 2023
d12 Settlements of the Undercoast
Sparking off Creatures of the Netherworld from Studio Agate with their take on the duergar and their subsea cities - glass domes supported by their "sciencraft" - I got to thinking about the coast beneath the surface, the interface between the deep seas and oceans and the underdark. In our fantasy realms we have lots more dwellers below both on land and at sea - so how do their realms interface and where do they interact?
We have looked at our stacked up oceanic realms previously in d20 Aquatic powers and dwellers of the deep - the sunlight (1/8 mile deep), twilight (5/8 mile deep) and midnight zones (deeper than 5/8 mile). For a quick survey of the Underdark, we turn to Forgotten Realms Underdark from 3.5e, where we have the Upperdark (0-3 miles depth), Middledark (3-10 miles depth) and Lowerdark (from 10 miles deep to "unfathomable depths").
From this pretty much all our ocean depths are interacting with the Upperdark, which fits - this is the realm where interactions with the surface world are doable. The Middledark is a place of the deep adapted and wherever it might connect to the sea will be contacting the freezing 'abyssal' zone below even the midnight zone.
The Lowerdark is deeper than the deepest depths of the oceans, it runs deeper than the Marianas trench of our world. The seas of the Lowerdark are *the* deepest bodies of water anywhere. We have the Glimmersea deep beneath the Sea of Fallen Stars on Toril as an example. Setting aside the Lowerdark for now, we want to consider the open bodies of water and where they connect to the Upper and Middledark.
Below some underdark-deep ocean interfaces that can serve as ports of call on your voyage through the deeps or access either way. Unless mentioned otherwise, these are water-filled caves connecting to the ocean.
We have looked at our stacked up oceanic realms previously in d20 Aquatic powers and dwellers of the deep - the sunlight (1/8 mile deep), twilight (5/8 mile deep) and midnight zones (deeper than 5/8 mile). For a quick survey of the Underdark, we turn to Forgotten Realms Underdark from 3.5e, where we have the Upperdark (0-3 miles depth), Middledark (3-10 miles depth) and Lowerdark (from 10 miles deep to "unfathomable depths").
From this pretty much all our ocean depths are interacting with the Upperdark, which fits - this is the realm where interactions with the surface world are doable. The Middledark is a place of the deep adapted and wherever it might connect to the sea will be contacting the freezing 'abyssal' zone below even the midnight zone.
The Lowerdark is deeper than the deepest depths of the oceans, it runs deeper than the Marianas trench of our world. The seas of the Lowerdark are *the* deepest bodies of water anywhere. We have the Glimmersea deep beneath the Sea of Fallen Stars on Toril as an example. Setting aside the Lowerdark for now, we want to consider the open bodies of water and where they connect to the Upper and Middledark.
Below some underdark-deep ocean interfaces that can serve as ports of call on your voyage through the deeps or access either way. Unless mentioned otherwise, these are water-filled caves connecting to the ocean.
22 May 2023
Shiny TTRPG links #121
More can be found on the previous list found here. The original inspiration for all of this is weaver.skepti.ch End of Week links. You can find even more links on the newly-automated weekly blogroll on r/OSR or the RPG Blog Carnival or a roundup of non-blog news on Third Kingdom Games roundup.
Attronarch's Athenaeum collates AD&D 2e unreleased art by Tony DiTerlizzi
The Pastel Dungeon gives us Faction Alignment: A Way to Represent Faction Relations With an Alignment Grid
Mindstorm proposes Question-based Adventure Design (Q-BAD)
Adventures Buffo on Running a Materialist Campaign
The Dododecahedron writes Bring Out Yer Dead!
night_druid on The Piazza shares Night Druid’s Advice Corner: How to Make Spheres
directsun games gives us Building Better Puzzles for "Lair of the Lamb"
Wizard Thief Fighter shares UVG2E & the Synthetic Dream Machine
Halfling's Hoard has New Game Preview: What Is It That Lies Beyond The Immenseness of the Dark?
Attronarch's Athenaeum collates AD&D 2e unreleased art by Tony DiTerlizzi
The Pastel Dungeon gives us Faction Alignment: A Way to Represent Faction Relations With an Alignment Grid
Mindstorm proposes Question-based Adventure Design (Q-BAD)
Adventures Buffo on Running a Materialist Campaign
The Dododecahedron writes Bring Out Yer Dead!
night_druid on The Piazza shares Night Druid’s Advice Corner: How to Make Spheres
directsun games gives us Building Better Puzzles for "Lair of the Lamb"
Wizard Thief Fighter shares UVG2E & the Synthetic Dream Machine
Halfling's Hoard has New Game Preview: What Is It That Lies Beyond The Immenseness of the Dark?
20 May 2023
Blog Carnival: Shifting Gears Over A Campaign
To participate in this months blog carnival - hosted by Lair of Secrets on the topic of Shifting Gears I want to write on how a campaign changes over time and keeping things fresh.
Mostly I'm doing this because I can - I have good stats for my home campaign (this time) - and it has been running long enough that looking at them is meaningful. The core takeaway from all of this is 'mix it up' - throw some variation and interesting things into a game to both make things memorable but also to let players flex different muscles and skillsets and shuffle around who gets to shine.
In real life we had three blocks
- about seven months of pandemic-era play, 23 sessions getting in 4.8 hrs a session
- a year of 'late pandemic' play with in person sessions, 40 sessions averaging 5.7 hrs
- a six month gap as my daughter arrived since my partner also plays (red line below)
- restart-to-now era, another year with 20 sessions, averaging 3.4 hrs
Running hours played/month, cutting out the 6-month pause, you can see those three eras. In practice that mapped onto a couple of different styles of game. Below I have colour blocked the sessions up to today into five groups - the original campaign set in the starting city, travel within the realm, extraplanar excursions, travel outside the realm in the land of the giants (plateau of Jor) and delving the labyrinth of the Temple of Annam.
As you can see we have 'blocks' of different styles which make the game feel different:
Mostly I'm doing this because I can - I have good stats for my home campaign (this time) - and it has been running long enough that looking at them is meaningful. The core takeaway from all of this is 'mix it up' - throw some variation and interesting things into a game to both make things memorable but also to let players flex different muscles and skillsets and shuffle around who gets to shine.
In real life we had three blocks
- about seven months of pandemic-era play, 23 sessions getting in 4.8 hrs a session
- a year of 'late pandemic' play with in person sessions, 40 sessions averaging 5.7 hrs
- a six month gap as my daughter arrived since my partner also plays (red line below)
- restart-to-now era, another year with 20 sessions, averaging 3.4 hrs
Running hours played/month, cutting out the 6-month pause, you can see those three eras. In practice that mapped onto a couple of different styles of game. Below I have colour blocked the sessions up to today into five groups - the original campaign set in the starting city, travel within the realm, extraplanar excursions, travel outside the realm in the land of the giants (plateau of Jor) and delving the labyrinth of the Temple of Annam.
As you can see we have 'blocks' of different styles which make the game feel different:
17 May 2023
Review: Unconquered
Edit 8/12/23 - Plagiarism in Unconquered recently came out and casts a new light on things. I looked at Ultraviolet Grasslands myself seperately and failed to catch this. As of time of writing this update, Unconquered appears to have been yanked from most places it was available by the author.
A kickstarter by Monkey's Paw Games I backed in 2020 - because it looked interesting - the chunky bright colours, the promise of Bronze age mayhem and adventure - coming shortly after doing some reading about the Bronze Age collapse and an awareness of the very different world of that time, it struck the right chord at the right time.
From the publicity "UNCONQUERED is a beginner-friendly, rules-light, bronzepunk swords & sorcery & sandals & sci-fi fantasy tabletop adventure role-playing game, inspired by classic pulp serials such as Savage Sword of Conan, Flash Gordon, and John Carter of Mars; the Dying Earth genre; the Dark Souls video game series; and webcomics such as Kill Six Billion Demons and Necropolis."
First impression - we get a clear aesthetic wrapped around a stripped down ruleset; lots of the world building is through random tables. The art throughout is bold, stylised and evokes the mythic bronze age well. In full disclosure I got sent a press kit by the team at Monkey's Paw and was amused to be able to go 'hang on, I already backed you' - it did prompt me to expedite this review from the giant backlog and I am glad I did because I like the world generation tools a lot.
A kickstarter by Monkey's Paw Games I backed in 2020 - because it looked interesting - the chunky bright colours, the promise of Bronze age mayhem and adventure - coming shortly after doing some reading about the Bronze Age collapse and an awareness of the very different world of that time, it struck the right chord at the right time.
From the publicity "UNCONQUERED is a beginner-friendly, rules-light, bronzepunk swords & sorcery & sandals & sci-fi fantasy tabletop adventure role-playing game, inspired by classic pulp serials such as Savage Sword of Conan, Flash Gordon, and John Carter of Mars; the Dying Earth genre; the Dark Souls video game series; and webcomics such as Kill Six Billion Demons and Necropolis."
Cover art by Peter Violini
First impression - we get a clear aesthetic wrapped around a stripped down ruleset; lots of the world building is through random tables. The art throughout is bold, stylised and evokes the mythic bronze age well. In full disclosure I got sent a press kit by the team at Monkey's Paw and was amused to be able to go 'hang on, I already backed you' - it did prompt me to expedite this review from the giant backlog and I am glad I did because I like the world generation tools a lot.
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