Desdichado
Hero
Umbran:
What matters is most definitely not what any particular individual in this
discussion thinks is important. Maybe for you, Mr. Dyal, Rounser's synergy among
D&D's various systems does not feel strong. Fine. But your individual taste does
not factor notably into the success of the game. It is instead the taste of the
masses that counts. In order to understand why D&D is so big, we must not get
stuck on our own individual likes and dislikes, but on the likes and dislikes of
gamers as a group. We must think like a horde, not like ourselves.
I'm not quite sure what your point is, as you appear to be arguing with me, but you don't contradict anything I said. Thinking of hit points, or levelling or classes is thinking of our personal tastes. I'm saying, and I continue to say, that nothing that specific about the mechanics serves as a good explanation for the success of D&D. Nothing in the mechanics explains its popularity, as the mechanics really aren't anything special. Not only that, even if they were, mechanics still isn't what makes the game fun. The player base is, IMO, the biggest factor of D&D's popularity. And the fact that it hits the right genre to appeal to the most players, and the "first to market" approach, the fact that it was the only real game that anyone could find for years and years, and the fact that no gamer I've ever met hasn't started playing D&D first: those are the kinds of things that explain D&D's success. Not hit points. Not classes. Not dungeons. Not levelling.