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Why does fantasy dominate RPGs?
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<blockquote data-quote="hawkeyefan" data-source="post: 7092888" data-attributes="member: 6785785"><p>I think this is an important piece of the puzzle, but not the whole reason.</p><p></p><p>I think that the cost constraints you mention means that people who wanted fantasy typically had one major outlet....reading. And I think that people who read were more inclined to be open to using their imagination in the way that RPGs require. </p><p></p><p>And RPGs were typically found in book stores....very often near the fantasy section. So the mutual interest in reading and gaming was then reinforced through marketing and business related reasons. Advertising for D&D was mostly in comic books, a different form of fantasy, but again, there was probably a good deal of overlap in these audiences.</p><p></p><p>I think there were just a lot of areas of such overlap in the different demo groups....both internal factors and external ones. This made D&D the cultural phenomenon that it was back then, before there were many other games of its kind. As the hobby grew, D&D's presence has always loomed, influencing things in both direct and subtle ways. Now, as far into the hobby's life as we are, we have new generations of game designers....and many of them grew up playing or working on D&D. So that influences things as well. </p><p></p><p>I don't think there's one easy answer to this. I think it's a lot of interrelated reasons.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7092888, member: 6785785"] I think this is an important piece of the puzzle, but not the whole reason. I think that the cost constraints you mention means that people who wanted fantasy typically had one major outlet....reading. And I think that people who read were more inclined to be open to using their imagination in the way that RPGs require. And RPGs were typically found in book stores....very often near the fantasy section. So the mutual interest in reading and gaming was then reinforced through marketing and business related reasons. Advertising for D&D was mostly in comic books, a different form of fantasy, but again, there was probably a good deal of overlap in these audiences. I think there were just a lot of areas of such overlap in the different demo groups....both internal factors and external ones. This made D&D the cultural phenomenon that it was back then, before there were many other games of its kind. As the hobby grew, D&D's presence has always loomed, influencing things in both direct and subtle ways. Now, as far into the hobby's life as we are, we have new generations of game designers....and many of them grew up playing or working on D&D. So that influences things as well. I don't think there's one easy answer to this. I think it's a lot of interrelated reasons. [/QUOTE]
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