If someone can't logically explain their dislike of a setting, as above, I'd call that an emotional response.
I do have a strange discomfort surrounding some settings that IMHO fall into the uncanny valley of faux-Europe: e.g., 7th Sea's Théah. Someone else I found has described it similarly: "Too Close to Home: 7th Sea and the Uncanny Valley."Without arguing that - do you think all emotional responses are created equal? I don't. "Uninterested" may be an emotional respose, but it isn't like, "Ew! That... too historical!"
I don't think this premise is correct. In the late 70s/early 80s, the second-biggest RPG after D&D was Traveller. Then RuneQuest.one thing we often ask is why (for example) "Sci-Fi" TTRPGs aren't very popular. There are a few that are based on well-known properties (Star Wars, Star Trek) and a few others here and there, but none that have broken through to the mainstream in the same way that the fantasy one do.
I only know it from the accounts of others, but there's at least an argument that the BitD setting (Duskvol?) fits this description.So, let's take a very unfamiliar setting. While its strangeness may make it hard to grasp, and therefore challenging to use, if the concepts are interesting enough and work well with the game to promote a fun experience, then I'd happily play in such a setting.
My feeling here is that the issue is more about purpose and utility.I do have a strange discomfort surrounding some settings that IMHO fall into the uncanny valley of faux-Europe: e.g., 7th Sea's Théah.
I would agree with you that the premise is incorrect, but I think it has more to do with the investment of time and effort by the DM and group to make other settings successful.I don't think this premise is correct. In the late 70s/early 80s, the second-biggest RPG after D&D was Traveller. Then RuneQuest.
And there's at least an argument that Glorantha is a counter-example to @Aldarc's thesis, being a very detailed setting based on a close reading and engagement with realworld mythology and history, but one of the most enduringly popular of RPG settings.
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I've watched many great scifi games die over the years and it's always been my theory that SciFi games were close enough to reality that people just didn't like them. I never really considered the uncanny valley but maybe that's it. When people play fantasy it's definitely not real. When they play Sci Fi or low magic nitty gritty games It feels like it could really happen and that turns them off.
I do think in the west the majority of gamers are interested in Arthurian,Charlemagne style knights and or pulp fiction style Oriental samaurai and Ninja style campaigns.
I don't think this premise is correct. In the late 70s/early 80s, the second-biggest RPG after D&D was Traveller. Then RuneQuest.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.