Clint_L
Legend
@soviet I played Warhammer for a long time (yes, was talking about FB and 40k, though I also played the RPG, but that is a different thing) and remain a miniatures and terrain enthusiast, so I certainly intended no disrespect! I think we are in agreement, actually: there is a huge amount of player creativity happening, but not at a game design level, unless you are building your own variant game. Player creativity comes in at the execution level, whether it is in your narratives, builds, painting, army composition, strategy, etc. But it's all optional.
I don't know that I would say that all the rules in D&D are what free up DMs to make more story, I think it is that, as @loverdrive has argued, that freedom is a precondition of the game itself - it is empty design space that it is assumed the DM (mostly) will fill, with fairly minimal guidance as compared to a game like Monsterhearts or Fiasco. Those games are significantly more prescriptive about story beats.
I don't know the answer to your final questions; no one does. Like you, I have speculated that D&D's success might be due to the fact that it colonized brains first, it might be due to the fact that it has particular addictive properties, or that it might be due to the fact that in dovetails with powerful cultural structures. @loverdrive suggested marketing. @Oofta, above, points to the crunchiness of the game itself, which it gets from all those thousands of pages of rules to which you allude. Likely a combination of those things, and more besides. Would Traveller have become the default had it come first? Maybe, though I think the limited progression would have hampered its addictiveness. Runequest? More likely than Traveller, IMO, though again I don't think it hits the reward schedule parts of the brain as hard as D&D does, by design.
I don't know that I would say that all the rules in D&D are what free up DMs to make more story, I think it is that, as @loverdrive has argued, that freedom is a precondition of the game itself - it is empty design space that it is assumed the DM (mostly) will fill, with fairly minimal guidance as compared to a game like Monsterhearts or Fiasco. Those games are significantly more prescriptive about story beats.
I don't know the answer to your final questions; no one does. Like you, I have speculated that D&D's success might be due to the fact that it colonized brains first, it might be due to the fact that it has particular addictive properties, or that it might be due to the fact that in dovetails with powerful cultural structures. @loverdrive suggested marketing. @Oofta, above, points to the crunchiness of the game itself, which it gets from all those thousands of pages of rules to which you allude. Likely a combination of those things, and more besides. Would Traveller have become the default had it come first? Maybe, though I think the limited progression would have hampered its addictiveness. Runequest? More likely than Traveller, IMO, though again I don't think it hits the reward schedule parts of the brain as hard as D&D does, by design.