AbdulAlhazred
Legend
I think 'module play' is what is generally on offer, or play that is modeled on similar paradigms where the content was authored by the GM. I cannot say, nor can anyone probably, what percentages of people want specifically which sorts of play. Modules are simple and convenient and its practically impossible to write a 'module' for something like Dungeon World, and would defeat at least part of the point. Maybe more people DO want character-centric games, how would we know? I mean, a lot of people spend a good bit of time on their characters! Clearly there's been enough dissatisfaction with basic trad play to drive the development of RPGs forward. Heck, I was around in the days when the original WW Vampire game came out and practically cleaned house with D&D. It wasn't narrativist, but it sure did promise something beyond setting-centered module play. So, I don't know what 'a lot of people' want, but I run games that people DO want to play, and I can find a group to run DW or Agon or Ironsworn or whatever for any old time.Define "typical". Typical D&D modules aren't character centric, although some attempt to be. If it's not typical in D&D in my experience it's largely because a lot of people don't want a player-centric game. Perhaps a better term would be character goal centric game? A lot of people just want to explore a world or be given a limited set of options on a linear path. A fair number DM's also just aren't very good at improvisational game developments.
You could be right about 'a fair number of DM's' too, though again I hesitate to judge. One of the things I rather like about Dungeon World/Apocalypse World (and I think BitD is similar) is I don't really have to improvise anything too amazing. Like, a bar brawl in Dungeon World is pretty kick-ass, and I sure don't need to do much to depict some tables, chairs, a bar, fireplace, hot pokers, a balcony, a chandelier, and a stairway with a bannister you can slide down. Heck, its about as original as the wheel, but it will do! That and some location-appropriate toughs and maybe a few bar girls (OK, sorry ladies, some of them might be boys). I mean, considering I made my original dungeon by simply taking the stack of geomorphs out of my Holme's Basic box and labeling them 'level 1', 'level 2', etc. and putting a number in each room, yeah, well, high originality prep is maybe a tad overrated? Just say stuff, it works!