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General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8269321"><p>One thing I can say about D&D is it works. Again, don't play it that much these days. But when I do, one of the things I notice is how easy it is to sit down and prep. Some of that is familiarity gained with it over the years (but I have always played lots of different systems so it isn't just that). I think the elements that make up D&D are just highly gameable things. And you can bend a genre to D&D conceits and have great fun. Some of my most enjoyable campaigns were bending D&D to wuxia and martial arts (but keeping many of the normal trappings of D&D: monsters, dungeons, etc). I also hear from a lot of GMs who say exactly what you are saying. I think one of the other benefits of D&D is its immense popularity means you can more easily recruit players and those players are likely to have a range of interests, so a campaign that is mystery one day, heist the next, that kind of organically emerges in a lot of groups. Whereas when I have run genre stuff it is tougher to find a group of players who all want to play a goodfellas campaign for the whole duration. Now it is a lot easier. I think there was a big cultural shift in gaming with d20. Prior to that, we had little problem getting a Fengshui or Cthulhu game off the ground (or more obscure stuff like OG or TORG). After d20, D&D really became the only game in town where I was (I still remember how excited I was to find a group who actually played savage worlds----and that was thanks to the internet). So there is also this element of if you want to run games regularly, D&D is just an easier sell sometimes.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8269321"] One thing I can say about D&D is it works. Again, don't play it that much these days. But when I do, one of the things I notice is how easy it is to sit down and prep. Some of that is familiarity gained with it over the years (but I have always played lots of different systems so it isn't just that). I think the elements that make up D&D are just highly gameable things. And you can bend a genre to D&D conceits and have great fun. Some of my most enjoyable campaigns were bending D&D to wuxia and martial arts (but keeping many of the normal trappings of D&D: monsters, dungeons, etc). I also hear from a lot of GMs who say exactly what you are saying. I think one of the other benefits of D&D is its immense popularity means you can more easily recruit players and those players are likely to have a range of interests, so a campaign that is mystery one day, heist the next, that kind of organically emerges in a lot of groups. Whereas when I have run genre stuff it is tougher to find a group of players who all want to play a goodfellas campaign for the whole duration. Now it is a lot easier. I think there was a big cultural shift in gaming with d20. Prior to that, we had little problem getting a Fengshui or Cthulhu game off the ground (or more obscure stuff like OG or TORG). After d20, D&D really became the only game in town where I was (I still remember how excited I was to find a group who actually played savage worlds----and that was thanks to the internet). So there is also this element of if you want to run games regularly, D&D is just an easier sell sometimes. [/QUOTE]
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