As unintelligent as I am, I'd like to pose a good question to those who subscribe to these tabletop RPGs, and in the hopes that I can gather some solid evidence from you, the masses on the Escapist.
*For the general question, skip to the bottom.
I'm sure all of you know what a tabletop, paper-and-pencil RPG is. Those who have subscribed to Unforgotten Realms can get a pretty good idea of what it's like; most may be fine-tuned in the Dungeons and Dragons realm, and I can assuredly respect that. Deviations and stone-cold fanboys alike, all I can contemplate and respect. In the past, my friends (and some colleagues) have tried their hands at deviating from the traditional DND, dice-rolling, strategy-creating craft and have attempted to make something different from the traditional quest-quest-quest mantra. Wrath2142 from SA has created a tabletop much like DND, in a different realm, an established storyline, and et cetera. Unlike he, Kaesoflare from SA has taken a storyline (Pokemon) and created an alternate storyline to base his dice-rolling adventure on, and has dragged us all into it. I have made a game with virtually no storyline, called Gunzone, which has proven successful on account of appealing to the MMORPG fan-catcher: the grinding system.
What I've realized is that true roleplayers take the campaigns into very little consideration, because they could delve into stories by reading books or joining roleplaying forums. Understandably, a campaign in which the game could consist of fifty-percent turn-based gaming may not appeal to a roleplayer, unless this person is also a gamer, but bear with me in the fact that it would appear most campaign-makers and players focus a lot on making a formidable, awe-worthy battle system. Roleplayers love storyline, but it would appear that when gamers try to throw storyline into the mix, they focus on it very little, and create that battle system that really catches their attention. Mixed audiences are confused as to what the point is: gamers want to skip storyline and focus on the game, whereas roleplayers want the storyline and couldn't care less about the game, unless the game somehow has a large effect on a riveting storyline.
My success in being a DNDD (dungeons and dragons deviation) GM spouts from my ability, as a gamer, to create an unorthodox battle system involving many D6 and allowing plenty of players to incorporate mass strategy into grinding. I even host some events for 2x experience, or 40% off market prices, all on a tabletop RPG with no established story. They make their own, and it becomes hilarious to them.
The question is simply this:
Should tabletop RPG creators, from DNDD GMs to entirely new simulators, focus on storyline, when it's not necessary? I've taken the affirmative by stating that storyline makes little difference: it is my belief that, unless the audience is composed 100% of hardcore roleplayers or a hybrid of roleplayer-gamers, the RP in the G is much overrated.