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<blockquote data-quote="Herobizkit" data-source="post: 4800732" data-attributes="member: 36150"><p>I have a short and incomplete list of reason, for your consideration:</p><p></p><ul> <li data-xf-list-type="ul">Time. The time it takes to understand, absorb, and successfully use new rules is better spent actually PLAYING a game you already understand. Given that most gamers these days are in their 20s-40s, life is just too busy to dedicate to learning new rules when the rules that are are already known will do the trick for an afternoon/evening.</li> <li data-xf-list-type="ul">Cost. While RPGs these days can be purchased cheaply in PDF form, it can be frustrating to purchase a new product only to use the product once or twice, or never use the product at all. I used to own over a dozen GURPS and a dozen RIFTS books; I tried to to GM a GURPS game and it crapped out because I found the prep work to be overwhelming, and I never got to play OR GM a RIFTS game, ever. ~500 bucks down the drain.</li> <li data-xf-list-type="ul">Familiarity: Most people get into new games through word of mouth, and many RPGs don't have a large enough player base to create the buzz that some players need in order to catch their interest. D&D is very widely known; Blue Rose, for example, not so much.</li> <li data-xf-list-type="ul">Lack of Players: In my case, I only have one player in my 'group'; we take turns DMing solo campaigns. We stick with the same D&D rule set for all of the above reasons. Perhaps with more players, we could cater to a wider variety of game settings.</li> </ul><p>... and he SHOULD, because your game sounds AWESOME.</p><p></p><p>What *I* don't understand is the love of 'vanilla' fantasy. I have been gaming for over 20 years, and the LAST thing I want to play in the way of a campaign settings is a traditional, generic "dwarves n' elves n' orks" Tolkeinish, medieval European world where nothing changes in the way of social or technological progress over several thousands of years of world history. Ick.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 4800732, member: 36150"] I have a short and incomplete list of reason, for your consideration: [LIST] [*]Time. The time it takes to understand, absorb, and successfully use new rules is better spent actually PLAYING a game you already understand. Given that most gamers these days are in their 20s-40s, life is just too busy to dedicate to learning new rules when the rules that are are already known will do the trick for an afternoon/evening. [*]Cost. While RPGs these days can be purchased cheaply in PDF form, it can be frustrating to purchase a new product only to use the product once or twice, or never use the product at all. I used to own over a dozen GURPS and a dozen RIFTS books; I tried to to GM a GURPS game and it crapped out because I found the prep work to be overwhelming, and I never got to play OR GM a RIFTS game, ever. ~500 bucks down the drain. [*]Familiarity: Most people get into new games through word of mouth, and many RPGs don't have a large enough player base to create the buzz that some players need in order to catch their interest. D&D is very widely known; Blue Rose, for example, not so much. [*]Lack of Players: In my case, I only have one player in my 'group'; we take turns DMing solo campaigns. We stick with the same D&D rule set for all of the above reasons. Perhaps with more players, we could cater to a wider variety of game settings. [/LIST]... and he SHOULD, because your game sounds AWESOME. What *I* don't understand is the love of 'vanilla' fantasy. I have been gaming for over 20 years, and the LAST thing I want to play in the way of a campaign settings is a traditional, generic "dwarves n' elves n' orks" Tolkeinish, medieval European world where nothing changes in the way of social or technological progress over several thousands of years of world history. Ick. [/QUOTE]
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