This is the bailey. That the OP also included a shout out to the future motte position doesn't change that it opens with the bailey argument that it shouldn't be okay to recommend other games.
I shouldn’t have clicked the button to see ignored content. But I did, and I saw this BS, and I feel the need to correct it. The text you quoted does not mean what you say it means.
So, there is a lot of traffic on the internet dedicated to the idea that DnD is a very limited game, and if you want to run a heist or have romantic fantasy narratives, or even just play a game where bonds with other people is very important, then you should play some indie game that is built for that thing, rather than D&D.
It is not reasonable to claim this means “it shouldn’t be okay to recommend other games”.
You are twisting my words into something wildly different from what they say. I cannot even imagine ever reading those words and thinking they mean anything resembling what you claim.
Hell, the quoted text
doesn’t even make a claim or argument. It is literally the set up for the rest of the post. It’s the “here’s the situation I’m going to address”, and is then followed by arguments regarding that situation.
You are claiming that “there is a lot of discussion about D&D being a narrow game, and how it’s a waste of time to do anything different with it, and how you should just use a completely different game if you want to introduce a genre element to D&D that isn’t in the core books” actually means “it shouldn’t be okay to recommend a game other than D&D, ever”. That is a patently absurd claim. The first statement cannot rationally be said to mean the second.
It feels like any game that features nonstandard genres or dares to represent psychosocial elements in the rules (rather than elaborate physical details) immediately gets labeled as hyper focused. A game like Burning Wheel is certainly no more specific than D&D genre wise, but because it is a game of emotive rather than procedural storytelling it becomes focused while D&D gets to be flexible, despite there being no rhyme or reason for the label.
I haven’t commented on Burning Wheel, but this also just doesn’t represent any argument I’ve made in general. It seems like you’re bringing stuff from arguments you’ve had with other people into this discussion, and projecting it onto me. I don’t especially appreciate that. I am beholden to my own words, not other peoples’.
5e is versatile rather than bespoke because it has more areas of the game that are not prescriptive.
There is no mechanic wherein the next dungeon to delve is chosen. Delves are not distinct mechanical processes, but rather the game loosely has adventures which can be organized and approached in many different ways using a range of mechanics and rules.
It is thus easier to
change aspects of the gameplay, without having to change other parts of the game. You can change settings in most games. Some games enable
mechanical modification more than others.
And of course, the point of talking about this at all was initially simply to defend the validity of adding things to a D&D 5e game rather than changing systems when one wants to add a dynamic to ones D&D 5e game.
Nah, Blades can be tweaked and hacked, as well. I've played military-fantasy, sci-fi, and super heroes using the Forged in the Dark system, they're just different settings. There's an entire chapter in the book about making the game your own. You can tweak the game to do quite a bit. If you look into it, you'll see all manner of games using the system.
Yes, I’m actually aware of the Forged In The Dark extrapolation that is being used to make other games. So far as I know, most of them don’t change the mechanics much, and run fairly similarly. Not only that, most people agree that Blades in The Dark is a distinct game, and Forged in The Dark isn’t the same game, but rather a vehicle to create games that use the same design principles and mechanical processes as Blades, but create a different type of story.
I have trouble believing you don’t see the difference.
The setting? Maybe not so easy, though by no means impossible. There are several areas that lend themselves to dungeon delving and general adventuring. There are several different types of crews to choose from that can alter the feel of the game. There are other cities in the setting that are rife for expansion. There is a playtest on how to play the police in the setting; even just a shift in the kinds of Actions that are available to characters can really give the game a different feel.
I think the difference is that folks tend to separate system and setting for D&D quite readily. But Blades in the dark is both system and setting.
The setting of D&D is an oddly specific one, as
@Campbell suggested. It's a stew. So the setting inherently has a little of this and a little of that, and can be spiced to taste. I don't know if that makes it quite as flexible as you're making it out to be.
The “setting” of D&D is only specific in terms of the default setting used to explain how to play. It is the world equivalent of using Iconics to explain character creation.
My Islands World setting isn’t any less D&D than FR is, even though there is no Hells and no Heaven equivalent, people become spirits similar to land spirits, or reincarnate, or become part of greater spirits, when they die, the PCs aren’t nearly as exceptional as they are in, say, Eberron, only a small part of the world is European, and humans are extremely rare and not everyone believes they even exist, and a bunch of other setting assumptions are fundamentally different.
Eberron can be played as a world without gods, canonically, and has no 9 Hells, and low level magic is common and treated scientifically.
My friend’s world has no knowable deities, even the angels aren’t 100% sure, and has only 4 planes (material, ethereal, hell (all fiends are from here and it’s just hell not the Hells), and wherever angels come from), with other planes only existing as places within the material world. There are no aberrations of any kind in the world.
Space Fantasy! Takes place in an Aether Space galaxy that is coming out of a dark age as wormhole space highways mysteriously reopen and slipstream engines allow small vessels to go great distances without the highways, and it’s basically space you can breath in, with D&D races and classes and spells and such, and Final Fantasy meets Star Wars meets Treasure Planet style.
Ive played Dresden style modern fantasy noir in 5e. I’ve played post apocalyptic scavengers in 5e.
They’re all D&D settings.