re: social context
I would be curious if anyone has explored how the popularity of thematically focused independent rpgs are due to dynamics of sexuality, expression of gender, and race. That is, I can see how the masculinist ethos of combat-heavy dnd might be off putting to some people, who find what they are looking for in a game like Monsterhearts and, just as importantly, the community of people who play Monsterhearts. Or as this
article says
So, to understand what’s appealing and useful about these games, we have to take into consideration the social environments in which people get introduced to rpgs (e.g. “nits make lice” style dnd), and the alternative socialities afforded by games with a different and more constrained thematic and aesthetic focus and a more queer friendly community of players. Similarily, imo dnd is inherently colonial in so many ways; I find ways to deal with this, but I can understand others who nope out of it for that reason.
Btw I see this all the time in the reactionary parts of the osr, where “storygames” is basically a queer coded term (and used in a derogatory sense). Or even in 5e discussions, where the introduction of particular aesthetics (radiant citadel) or non-combat adventures (witchlight) is met with derision (see other threads on this site).