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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="Rygar" data-source="post: 7352628" data-attributes="member: 6756765"><p>Several reasons...</p><p></p><p>1. Familiarity - Pretty much all of video gaming is built on the D&D foundation. It's easy to get into because most people have already experienced its rules in some form. Its setting is also very accessible since it is a relatively unspecialized fantasy world until you get into settings. If you try playing Numenera you have to learn everything from the ground up, if you play generic D&D then all you need to know is what you've seen/read in various media your whole life.</p><p></p><p>2. Roleplaying - D&D makes roleplaying completely optional and largely unnecessary. Many alternative systems try to force roleplaying. Most people aren't comfortable with dedicated roleplaying. They get self-conscious and nervous.</p><p></p><p>3. Lack of material - D&D has 40 years worth of material. Anything you can think of has rules, you can pull out material written for 1st edition and adapt it easily. People don't need to write their own material or come up with world concepts, they can just grab something pre-written and run it.</p><p></p><p></p><p></p><p>No. It's never been anything other than a vanishingly small microcosm. LARPs focuses on wearing costumes, safety props, and demands strict roleplaying. From an outsider's point of view it gives the impression of being extremely childish since you generally end up dressed like a kid on Halloween. Then, to throw gas on that fire are the hardcore roleplayers who flip out if anyone doesn't meet their expectations of roleplaying since they are trying to self-insert themselves into a fantasy world instead of playing a game. Then you have the problem of localized rules, generally driven by those trying to act out a desire to be in an idealized fantasy world, which make sense only to the core group in a region. So the whole thing starts out with making people extremely uncomfortable and then devolves into a small group of participants demanding everyone else fulfill their need to act out a escapist fantasy.</p><p></p><p>LARPs has always been its own worst enemy. The concept of an organic alternative community is something that could work, but since its all largely driven by people trying to self-insert into some fantasy media instead of people who are growing an alternative lifestyle it generally drives out anyone who might be interested in the best case.</p></blockquote><p></p>
[QUOTE="Rygar, post: 7352628, member: 6756765"] Several reasons... 1. Familiarity - Pretty much all of video gaming is built on the D&D foundation. It's easy to get into because most people have already experienced its rules in some form. Its setting is also very accessible since it is a relatively unspecialized fantasy world until you get into settings. If you try playing Numenera you have to learn everything from the ground up, if you play generic D&D then all you need to know is what you've seen/read in various media your whole life. 2. Roleplaying - D&D makes roleplaying completely optional and largely unnecessary. Many alternative systems try to force roleplaying. Most people aren't comfortable with dedicated roleplaying. They get self-conscious and nervous. 3. Lack of material - D&D has 40 years worth of material. Anything you can think of has rules, you can pull out material written for 1st edition and adapt it easily. People don't need to write their own material or come up with world concepts, they can just grab something pre-written and run it. No. It's never been anything other than a vanishingly small microcosm. LARPs focuses on wearing costumes, safety props, and demands strict roleplaying. From an outsider's point of view it gives the impression of being extremely childish since you generally end up dressed like a kid on Halloween. Then, to throw gas on that fire are the hardcore roleplayers who flip out if anyone doesn't meet their expectations of roleplaying since they are trying to self-insert themselves into a fantasy world instead of playing a game. Then you have the problem of localized rules, generally driven by those trying to act out a desire to be in an idealized fantasy world, which make sense only to the core group in a region. So the whole thing starts out with making people extremely uncomfortable and then devolves into a small group of participants demanding everyone else fulfill their need to act out a escapist fantasy. LARPs has always been its own worst enemy. The concept of an organic alternative community is something that could work, but since its all largely driven by people trying to self-insert into some fantasy media instead of people who are growing an alternative lifestyle it generally drives out anyone who might be interested in the best case. [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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