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So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="amerigoV" data-source="post: 7344350"><p>I go back to the OP question from my perspective.</p><p></p><p>I grew up on 1e, a bit of 2e. We tinkered with homebrew, then I came back hard into 3.x. I was exhausted by the rules at the end of the 3.x cycle. At that point, I switched to Savage Worlds. So I too am a big Savage Worlds fan. I too kinda feel the "loss" of not playing D&D. Funny thing, the POD D&D Rules Cyclopedia just hit my doorstep yesterday, yet I do not have the 5e D&D core books (but I have some of the modules). </p><p></p><p>Aside from being "first" and all that, I agree that D&D generally has had a secret sauce that is "pretty good" to great for many people. I believe that sauce is not just the rules but D&D is also a genre. We use the phrase "generic fantasy" these days likes its always been there but I think that is exactly what D&D created. Generic fantasy is the juicy casserole of the reading list of Appendix N from the AD&D DMG. You have Tolkien and Howard as the base, throw in some Vance, season with Leiber, etc all, to taste, then bake for multiple editions. I also think that is why its hard to stretch D&D to play those sources - while you can use D&D to run Hyboria, for some reason it just does not feel right. When you say "lets play D&D", things like wizards with fireballs and elves are naturally in the minds eye and its hard to just carve them out (can be done, but its always hard to just pull out the ingredients once you mix them together). Its not surprising that an IP like Middle Earth tends to have its own ruleset, the recent 5e release notwithstanding.</p><p></p><p>My group still loves generic fantasy. D&D is naturally the truly best engine to run it. But my group likes Savage Worlds as a ruleset more than the D&D rulesets, especially 3.5 and 4e. We have played a bit of 5e and its fine, but fun elements of Savage Worlds (exploding dice, bennies, getting the Joker for initiative, the elegance of the rules) just outweighs the parallel elements in D&D for the group. There are places SW really does play different in a fantasy campaign vs. D&D and my group is fine with that. </p><p></p><p>That said, the aforementioned arrival of the Rules Cyclopedia does have me dreaming of running an old school game of D&D one of these days. So yes, there is something in the sauce that keeps people coming back in some way.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 7344350"] I go back to the OP question from my perspective. I grew up on 1e, a bit of 2e. We tinkered with homebrew, then I came back hard into 3.x. I was exhausted by the rules at the end of the 3.x cycle. At that point, I switched to Savage Worlds. So I too am a big Savage Worlds fan. I too kinda feel the "loss" of not playing D&D. Funny thing, the POD D&D Rules Cyclopedia just hit my doorstep yesterday, yet I do not have the 5e D&D core books (but I have some of the modules). Aside from being "first" and all that, I agree that D&D generally has had a secret sauce that is "pretty good" to great for many people. I believe that sauce is not just the rules but D&D is also a genre. We use the phrase "generic fantasy" these days likes its always been there but I think that is exactly what D&D created. Generic fantasy is the juicy casserole of the reading list of Appendix N from the AD&D DMG. You have Tolkien and Howard as the base, throw in some Vance, season with Leiber, etc all, to taste, then bake for multiple editions. I also think that is why its hard to stretch D&D to play those sources - while you can use D&D to run Hyboria, for some reason it just does not feel right. When you say "lets play D&D", things like wizards with fireballs and elves are naturally in the minds eye and its hard to just carve them out (can be done, but its always hard to just pull out the ingredients once you mix them together). Its not surprising that an IP like Middle Earth tends to have its own ruleset, the recent 5e release notwithstanding. My group still loves generic fantasy. D&D is naturally the truly best engine to run it. But my group likes Savage Worlds as a ruleset more than the D&D rulesets, especially 3.5 and 4e. We have played a bit of 5e and its fine, but fun elements of Savage Worlds (exploding dice, bennies, getting the Joker for initiative, the elegance of the rules) just outweighs the parallel elements in D&D for the group. There are places SW really does play different in a fantasy campaign vs. D&D and my group is fine with that. That said, the aforementioned arrival of the Rules Cyclopedia does have me dreaming of running an old school game of D&D one of these days. So yes, there is something in the sauce that keeps people coming back in some way. [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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