Is a popular non-D&D traditional fantasy RPG possible?

Mercurius

Legend
If I were a game designer I'd seriously consider putting together a fantasy RPG that just might carve a chunk out of D&D's market share. Given the questionable popularity of 4E--at least relative to the initial popularity of 3E--and considering that it seems geared more towards a younger/new crowd, I would think that a very well-done traditional fantasy game might be able to actually survive on its own indefinitely.

OK, we have Rolemaster, Runequest, Harn, Talislanta, Warhammer, etc. But all of those have gone in and out print and have never really been able to snowball a large enough following to stay in print and expand in the way that D&D has. You could argue for Exalted, but that isn't what I mean by "traditional": secondary world fantasy with the basic archetypes of Tolkienian fantasy and European mythology; some degree of sword and sorcery...etc. You get the deal (and hasn't Exalted waned in popularity?).

Now I think it is possible if highly unlikely that someone could pull this off. But wouldn't this be a great time to do it? There are still millions of RPGers and 4E has sparked a lot of controversy largely because it seems to be the most specific in tone of the D&D iterations, the furthest from traditionalist roots. Not to mention that while its obvious computer RPG influence might attract CRPGers, it tends to turn off more hardcore table top gamers. (Not to mention that if WotC is really trying to convert CRPGers, it might be a lost cause considering that a table top game could never replace a CRPG< and vice versa--they are two different species). So I would think that a very well-done--and well-produced--game could potentially slip in and make a place for itself. Again, if done right (and no skimping on the production value, folks!).

What comes initially to mind is that it would have to be rather traditionalist at its core, but with infinite possible variation. So you might have a core book with little implied setting and some basic classes, races, archetypes, what-have-you. But then you would have endless sourcebooks detailing different possible fantasy variants (in some ways similar to GURPS), with some receiving minor support, some major.

Now it seems that the non-D&D fantasy RPGs that have survived the test of time are those that are not general but are more specific in flavor. Talislanta, Earthdawn, and Warhammer come to mind, all of which have had varying degrees of success, but have all at least had multiple editions across many years. So it seems that to acquire a "cult following" usually requires a specific tone and texture. Most of the more generic fantasy RPGs tend to fall by the wayside, with a few receiving "cult status" (Runequest-sans-Glorantha, Rolemaster). So I'm thinking that for a fantasy RPG to succeed in the way I'm thinking--a solid 2nd place to D&D--it would have to be general enough to accomodate a wide variety of game styles, but flavored enough to attract people, which is why I advocate a (relatively) generic core with many setting/theme sourcebooks. To make the core not-too generic (which would bore people right off the bat) there would still be an implied setting, a template or "example setting" if you will, which all sourcebooks would use as a default to explore a specific theme (e.g. a Hyborian-esque wilderness that is the template for a Sword & Sorcery sourcebook).

So again, I think it would have to somehow combine the best of both the specific flavoring of cult favorites, but with a general enough overall system and setting that allows for customization.

So what do you think? Is it possible? And if so, what would it require to actually work and attain a degree of popularity that would allow it to exist indefinitely without going out of print and going through similar "edition-expansion-new edition-expansion" cycles as D&D?

p.s. Could this be Pathfinder?
 

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If I were a game designer I'd seriously consider putting together a fantasy RPG that just might carve a chunk out of D&D's market share. Given the questionable popularity of 4E--at least relative to the initial popularity of 3E--and considering that it seems geared more towards a younger/new crowd, I would think that a very well-done traditional fantasy game might be able to actually survive on its own indefinitely.
Survive? Sure. Thrive, even.

Carve a chunk out of D&D's market share? Unlikely.
 

what would it require to actually work and attain a degree of popularity that would allow it to exist indefinitely without going out of print and going through similar "edition-expansion-new edition-expansion" cycles as D&D?
To be really popular, it would have to be called Dungeons & Dragons.

Never going out of print is no big deal though. That doesn't require any popularity whatsoever. Technically I believe several FGU products are still in print, but no one's playing them.
 

But all of those have gone in and out print and have never really been able to snowball a large enough following to stay in print and expand in the way that D&D has.

I disagree. Talislanta even has its own edition grognards.
 

Which is why I never see games for it advertised?

I know that was snarky, but it is an effect that really hurts upcoming, or even popular gomes, ie, \too many of them are a rave in their group, or even a few small groups, but in most areas, noone knows it, or will try it. I mostly play online, and I would love to play M&M, or Deadlands, or Star WArs (2nd edition) but I cannot for the life of me find a game. And even if there are a few out there, it s a bare minimum.

For a game to grab some of D&D's popularity, it needs ot come out of its corner of the gaming environment abd be a viable alternative to D&D, which no otehr fantasy geme ever has pulled off, or, frankly, even come close.

I would love to see such a game, as I like new systems, but I like playing systems iwth other people even more.
 

But all of those have gone in and out print and have never really been able to snowball a large enough following to stay in print and expand in the way that D&D has.

I disagree. Talislanta even has its own edition grognards.

LOL, too true (I guess I'm a Tal4 Grognard, as I never bought 5E because I didn't see that it added all that much, except for a dent in my wallet, but I digress...).

But it is a matter of scale. I probably should have made this more clear, but I am speaking about a game that would be a clear 2nd place to D&D, one that would stay in print, get updated with a new edition, re-release supplements, ad infinitum, and that could survive merely on supplements for five years or more before needing a re-boot. I mean, how many Talislanta supplements are there per edition? 5-10? D&D must have hundreds per edition.

So imagine a fantasy RPG that would be somewhere between 20-50% of D&D's popularity, rather than the <5% that just about every other fantasy RPG has. A game that would produce an equivalent amount of products, with new releases almost every month. What would that game look like? What would it need to look like to be that popular?
 

You can do this but it will take a few things.

First you have to have a good game. And not good in a way that is "We are better then D&D because" but good as in "This is whay it is good" and never need to mention or subtley insult the other game.

Second, you need fans that are not rude. So many of these nicht games the fans will pour into any thread anywhere about it and lavishly love the game while attacking anyone who disagrees with them. This turns people off who might have liked your game.

Third, and I think the true secret is great word of mouth. Run the game at cons and at game days and find good GM s to do the same everywhere. Run demos that are easy for people to undewrstand, and can be done in 10-15 minutes. And you have to keep it up. I see games come out get played for a year and then the publisher stops trying to run that game. I'm sure there are many reasons for it but from my vantage point they just look like they've given up on it.
 

Yeah, Crothian is right. The number-one thing you need is a good game.

The number-two thing you need is a good game that has a point beyond being, frankly, a more traditional version of D&D, because ain't nothing stopping you from running a traditional fantasy game with D&D.
 

For a game to grab some of D&D's popularity, it needs ot come out of its corner of the gaming environment abd be a viable alternative to D&D, which no otehr fantasy geme ever has pulled off, or, frankly, even come close.

I would love to see such a game, as I like new systems, but I like playing systems iwth other people even more.

Well exactly, which is why, as I said, it would have to be generic enough to accomodate many styles of play, but have enough flavor to draw people in.

We could use the analogy of ice cream: D&D is Neopolitan--vanilla, chocolate, and strawberry, which might not be the most interesting flavors but are classic, and can be used with many other things (cobbler, pie, cake, tieflings, etc ;)). Talislanta, Earthdawn, and other more "avant garde" games are the more exotic flavors: pina colada, peanut butter chip, mocha almond fudge. Now if you love mocha almond fudge, you're happy eating it most of the time. Even if it isn't your favorite you might try it once or twice, but not much beyond that. So in this analogy, the key would be to have strong elements of vanilla, chocolate and strawberry, but also accomodate other flavors. In some ways D&D already does this, although it could be argued it still tows a party line, a core mythos (that's for you, mhacdebhandia), that was expanded somewhat with 2E (Planescape, Dark Sun, Birthright, etc), but drawn back in a bit with 3E, at least until Eberron came out.

So again, what would a fantasy RPG need to do to compete, or at least thrive alongside D&D?
 

Who is your target market for this game? 3e grognards might go to Pathfinder but more likely they will stick with 3.x. Earlier edition grognards have a wealth of choice already - C&C, OSRIC and again the earlier editions themselves, those 1e hardbacks are indestructible. The only other alternative is to find a new market, as White Wolf did with Vampire.
 

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