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Is a popular non-D&D traditional fantasy RPG possible?
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<blockquote data-quote="Barastrondo" data-source="post: 4345643" data-attributes="member: 3820"><p>I say "Fantasy Heartbreaker" because I can't think of any better way to describe the mentality that would bring something like that out. Even if you're not putting it out, whoever theoretically would is going to be designing a fantasy heartbreaker — it's just their hearts at stake, not yours. </p><p></p><p>The thing about gaming traditions is that the longer you hold on to them, the farther they diverge from other gamers' traditions. A game that appeals to the people who, say, don't like "newfangled" character options like tieflings or warlords may not get even a second look from people who like a more "traditional" core game mechanic but enjoy more options for player characters. The traditions you establish in your game are based on what works for you and your players. Someone trying to target "traditional" play is going to, first and foremost, be faced with the challenge of identifying traditions that tens of thousands of gamers can all agree on as core, and then build a game that serves them better than what they're playing. </p><p></p><p>I can't help but associate the urge for a "traditional" fantasy game with the fantasy heartbreaker, to be honest. It's tied right into the belief that the creators' favorite traditions are everyone else's; the heartbreaking part comes when they find out that it's not the case to the numbers they'd hoped.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4345643, member: 3820"] I say "Fantasy Heartbreaker" because I can't think of any better way to describe the mentality that would bring something like that out. Even if you're not putting it out, whoever theoretically would is going to be designing a fantasy heartbreaker — it's just their hearts at stake, not yours. The thing about gaming traditions is that the longer you hold on to them, the farther they diverge from other gamers' traditions. A game that appeals to the people who, say, don't like "newfangled" character options like tieflings or warlords may not get even a second look from people who like a more "traditional" core game mechanic but enjoy more options for player characters. The traditions you establish in your game are based on what works for you and your players. Someone trying to target "traditional" play is going to, first and foremost, be faced with the challenge of identifying traditions that tens of thousands of gamers can all agree on as core, and then build a game that serves them better than what they're playing. I can't help but associate the urge for a "traditional" fantasy game with the fantasy heartbreaker, to be honest. It's tied right into the belief that the creators' favorite traditions are everyone else's; the heartbreaking part comes when they find out that it's not the case to the numbers they'd hoped. [/QUOTE]
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