Oh; another thread descends into a morass of edition wars again! How surprising (NOT). Also, if some people are wondering why other people get annoyed when phrases like "grognard", "fantasy heart-breaker" etc get tossed about, it is probably because they are an insulting way of saying "oh; that old idea. We are so sophisticated we have heard all this before". If you have; fine, don't post.
No, they're not insulting. Grognard and fantasy heartbreaker as succint, not insulting.
Ydars said:
To actually ANSWER the OP; A game that beats the pants off of D&D is clearly possible,
Theoretically, sure. But very improbable. Time and time again folks have tried to challenge D&D's supremacy, and nobody has managed to do so. White Wolf was the only company to even make some significant headway in that direction in the mid-90s, and they did that by staking out brand new territory, not in trying to out-D&D D&D itself.
The reason D&D style fantasy RPGs are called fantasy heartbreakers is because they don't offer enough to challenge D&D in the market. There's no compelling reason to switch to them unless you happen to have a group that's excited about the idea.
I know it sounds cliche to say so, but the breadth of material available for D&D and the "network externalities"--i.e., the fact that almost anyone can find D&D players while it's often difficult to find players for other games, are obstacles that no game is going to overcome simply by being good.
The OGL has actually possibly opened the door for D&D like games that
aren't fantasy heartbreakers, because they at least overcome the first obstacle I mentioned there (other OGL material is fairly compatible) and somewhat alleviate the second (similar enough that many players will play it) and think a few endeavors like Castles & Crusades, and hopefully Pathfinder turn out to
not be fantasy heartbreakers.
But in many ways the odds are stacked against them. Even such "you think they'd be hits" games as the Warcraft and EverQuest RPGs are really just fantasy heartbreakers too, when you get right down to it.
Ydars said:
I believe it will happen one-day and that the RPG industry will be all the better for having 2 massive companies instead of one.
That seems an extraordinary thing to believe. It hasn't happened in over thirty years, and now the entire market is shrinking, making it more difficult than ever that it
could happen.
Ydars said:
It might stop the complacency in WoTC for a start; I completely agree with all who have stated that 4e is no where near as polished as I would have expected.
Ydars said:
Ironically, such a game would have to take up the ground that D&D has ceded; the generic fantasy system that can be used to play ANY type of Fantasy game without serious modification/house-ruling. I would argue that 4E actually steps away from this most basic of D&D's former design goals and is now a game about very powerful, potentially non-human PCs, in a very high magic setting. It is a great game; it just cannot now be used to emulate many important and enduring fantasy troupes; like the farm-boy cum hero story-arc, though additional material may plug this gap. Yet D&D was never truely generic; it always had a certain flavour that I found turned me off of early editions.
Make up your mind; did D&D cede that ground, or did it never cover it to begin with? IMO, it never covered it to begin with. That hasn't hampered its success any, though. Your complaints about D&D
today could easily have been made ten or fifteen years ago and been just as true.
Ydars said:
1) It must be generic enough that all types of fantasy can be played using it, including low or no magic games, possibly including historical games.
Why would that make it more successful, though? As I said above, genericness has never been indicative of success in this industry. GURPS is just about the only system that styles itself truly generic, and while it's been successful enough, it's still modest compared to D&D and I don't think that the market demands
more genericness than that.
Ydars said:
2) It must have a very powerful and streamlined system that is simple enough to be very usable by the DM but powerful enough to be interesting to the players.
That all sounds nice, but it's extremely vague. What exactly does it really mean?
Ydars said:
3) Equal "rules share" should be paid to combat and non-combat game elements, to include social interactions and use of non-combat related abilities, yet these sections should also be able to be completely disregarded by those who just want to play like Hong.
You mean like D&D today?
Ydars said:
4) Roleplaying should actually be mechanically rewarded for once; I would like to see rewards for PCs who generate stories for themselves and then complete these stories and also for fixing the PCs into the setting and to pre-existing relationships with other PCs.
You'd like to see that. What's your basis for thinking that that's what "the market" itself wants to see?
Ydars said:
5) I would like to see more reference to and understanding of real-world weapon combat. There are TONS of really cool moves and combat styles found in historical sources that no RPG has ever tapped into.
Same as above.
Ydars said:
6) The reason for mentioning the real world alot in this is that I think RPGs might become more main-stream if they could be used to teach history or maths or other subjects in schools. This might be the marketing angle I would adopt if I were producing such a system.
No, they wouldn't. Do you see marked success of such "stealth schoolwork but we're calling it games" in any other market? It's a niche. A tiny portion. Educational video games, for instance, or educational movies, are a tiny speedbump compared to juggernauts like Super Smash Brothers, Grand Theft Auto or Spongebob.
People don't want to spend their entertainment time being educated, by and large. Some parents may want their younger kids to do so, and that's a big part of what drives the market for this kind of thing, but once they're old enough to figure out that just plain playing is funner than "learning while you play" it starts to fall apart.
Ydars said:
7) I would also like to see more information for Dungeon masters about economics, trade, and historical references as aids to world building. Sure; some people would ignore this, but there is a danger the rest of us might actually learn something.
You sure are proposing an awful lot of content that even you admit people will ignore.
That's not a good sign for the success of your hypothetical venture.
Ydars said:
8) The generic game would also do well to develop several well fleshed out worlds; a low magic, gritty realistic setting; a high-magic, more D&D type setting and something more original and then have a cosmology that allows people to jump between them (like in Feist's books).
Like 2e, you mean? Like one of the main things that's commonly held to have been a contributing factor of the failure of 2e to maintain TSR's solvency, as a matter of fact?
Ydars said:
9) The game must be heavily supported; as well as WoTC do D&D.
Chicken, meet egg. To be heavily supported, you need to be successful. Development and printing of new books ain't cheap, and you've got to be generating capital to do so. Then again, if this is an element necessary for a game to challenge D&D, it needs to be heavily supported before it can start being successful.
Catch-22.
Ydars said:
10) Magic and other elements must be made, mechanically and in terms of feel, to be mystical and unpredictable, not like a branch of science.
Why? What makes you think that's a contributing factor to a game's success?
Ydars said:
Are all the above achieveable; I think so, but it makes such a game highly unlikely and so it might be some time before such a product emerges.
See; here's the reason people are "tarring" this conversation with the fantasy heartbreaker brush. It's not because they're being insulting, as you claim, it's because you fit the classical definition.
You've got a laundry list of things
you would want to see in your Holy Grail game system, but you show little to no understanding or even awareness of what the market wants, of what other gamers want, of what's successful today and why, of what's been a failure in the past and why...
Seriously, that's classic 100% fantasy heartbreaker territory there.