The Warcraft movie was great and it required a sequel.
If only the American audience enjoyed it as much as the Chinese audience we could have had some more of that franchise.
The output of fantasy television from China in the past few years has been
breathtaking and most Chinese fantasy is more "D&D" than anything that's ever had the D&D logo on it, even including the 80s cartoon and the recent movie.
Some things are subjective preferences, and some things are objective facts, and the difference between those two things isn't based on which side of the argument you're on. When discussing matters of personal preference, adults shouldn't have to preface each and every single statement they make with "IMO"-- it should be obvious from the context-- and, likewise, objective demonstrable facts don't become
matters of opinion just because they're inconvenient to your position.
The endpoint of reskinning mechanics to fit concepts that aren't reflected by them and and the pursuit of "rule of fun" or "rule of cool" as design axioms isn't
player empowerment or
narrative freedom. It's meaningless and unsatisfying slop,
literally the "cops & robbers" example copy-and-pasted from every "what is RPG?" section ever written. Game mechanics have to reflect (however imperfectly) an underlying
game reality for game rulings to be sensible and consistent, they have to reflect actions within that game reality in order for those actions to
form a narrative.
Games and stories alike are
exciting and
rewarding because of the tension of not knowing what happens next. Games achieve this through the application of the rules, and stories achieve this through the authorship of the storyteller. Take away both, and what are you left with?