The TTRPG audience is largely split between two disconnected extremes: dedicated D&D enthusiasts, and dedicated indie game enthusiasts, with little in-between, and a lot more points of entry for the former group. How can we encourage casual engagement with indie RPGs?

Mainstream-Indie divide

What does this include?

Entry Points

  • How can we make learning new systems more accessible and less stressful?

  • How can we make it easier to explore and discover new games?

  • How can we make the wide world of tabletop play visible to the lay person, and how can we make that visibility appealing and approachable?

Shedding Light

  • How do we close the gap between the two hardcore ends of the hobby and facilitate migration from one end to the other?

  • How do we bypass the cultural of presence of D&D when introducing new players to the medium?

  • Can we produce auxiliary content like critique, essays, and reviews aimed at newcomers and non-fans to teach them about games they haven’t heard of?

Audience Isolation

  • Once a person has been exposed to a game they want to play, how can we funnel them towards the game and people to play it with?

  • Can we participate in hobby spaces in ways that encourage exploration, participation, and enthusiasm for building tables around new games?

  • How do we fold new players into the larger RPG hobby, introducing them to welcoming communities that keep playing new games easy & fun?

The Creator Space

  • What can RPG developers do to make their games more obviously accessible to new players? Quickstart guides, audiobooks, etc.,

  • What infrastructure can we build & contribute to to give indie developers the tools to advertise to a casual audience? How can we help each other show our work to the world?

What is being worked on?

Here are a few ways the TTRPG community is already approaching the problems outlined here. Not all of these projects are affiliated with Chimera Hearts.