What would it take to make a casual tabletop-style roleplaying game (RPG)?
I posted previously about the Steve Jackson workshop I attended at Conflux, and talked about context-sensitive rules and when to use the "crunchy bits". The other interesting thing that came out of that really only occurred in passing.
Towards the end of that session, I asked a question along the following lines:
The biggest increasing market in videogames at the moment is in casual games; games which can be learned quickly, are low on complexity and jargon, and can beSteve's answer was, "I don't know if you could make a casual RPG, but the person who does will make a fortune."
played in short sessions with little to no set-up. A particular success of casual games has been attracting new consumers into the videogaming marketplace. Considering that you've said that attracting new consumers has been one of the most significant challenges facing traditional roleplaying, do you think there's a potential to develop "casual roleplaying"? Or are RPGs inherently non-casual?
Naturally, that set me thinking. Exactly what would it take to make a tabletop-style RPG that appeals to a casual market? It's an intriguing enough question that I'd like to throw it open to everyone who reads this blog. Post comments, post on your own blog, discuss the topic. I have a list of thoughts and specifications that I'm happy to share, but before I blog them I want to let you have your own shot so I don't contaminate you with my assumptions.
Let me know if you post on another site - I'll provide linkage to you when I write up my thoughts on the subject.