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[Theory] Why D&D is Popular
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<blockquote data-quote="Odhanan" data-source="post: 2449074" data-attributes="member: 12324"><p>I think this hits the mark more than everything else.</p><p></p><p>"D&D is fun" is an hollow statement. It's like saying an argument is "interesting". Lots of games are "fun". And fun means what exactly? Why is a game more fun/entertaining than another? That's the real question IMO. </p><p></p><p>The same way, the fact it was the first was a huge advantage indeed. But D&D had to keep its place as #1 and did. Why? Because it offers something no other game does so well. What is it exactly? That's the same question.</p><p></p><p>And I think it is the idea of fantasy itself, and of course the way D&D particularly treats it. Levels, character classes show clear archetypes anyone can understand quickly. If you see a book cover with a guy in toga, a staff in hand, chanting to the heavens with loads of undead below reaching for him, this is a strong image much more understandable to the non-roleplayer than say, a fashion-dressed vampire looking at itself in a mirror. The same way, the word "wizard" is instantly understood. The word "Brujah" requires explanations. </p><p></p><p>The adaptability of D&D in its third edition is a factor for its present appeal, as well as clear and neat rules where people actually find answers to their questions, but it doesn't answer the entire question of the supremacy of D&D over most of the thirty years of commercial RPGs. </p><p></p><p>The concept of D&D is also pretty clear. What Mike Mearls calls the core story. The "adventurers gathering their talents to explore dungeons, kill dragons (i.e. all sorts of opponents and monsters), and bring back their loot to the village to do it all over again the next week." It's straightforward, clear, unlike the machinations of vampires or the survival in an apocalyptic world, or the discovery of HP Lovecraft's creations through a dozen of characters either dead or insane.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2449074, member: 12324"] I think this hits the mark more than everything else. "D&D is fun" is an hollow statement. It's like saying an argument is "interesting". Lots of games are "fun". And fun means what exactly? Why is a game more fun/entertaining than another? That's the real question IMO. The same way, the fact it was the first was a huge advantage indeed. But D&D had to keep its place as #1 and did. Why? Because it offers something no other game does so well. What is it exactly? That's the same question. And I think it is the idea of fantasy itself, and of course the way D&D particularly treats it. Levels, character classes show clear archetypes anyone can understand quickly. If you see a book cover with a guy in toga, a staff in hand, chanting to the heavens with loads of undead below reaching for him, this is a strong image much more understandable to the non-roleplayer than say, a fashion-dressed vampire looking at itself in a mirror. The same way, the word "wizard" is instantly understood. The word "Brujah" requires explanations. The adaptability of D&D in its third edition is a factor for its present appeal, as well as clear and neat rules where people actually find answers to their questions, but it doesn't answer the entire question of the supremacy of D&D over most of the thirty years of commercial RPGs. The concept of D&D is also pretty clear. What Mike Mearls calls the core story. The "adventurers gathering their talents to explore dungeons, kill dragons (i.e. all sorts of opponents and monsters), and bring back their loot to the village to do it all over again the next week." It's straightforward, clear, unlike the machinations of vampires or the survival in an apocalyptic world, or the discovery of HP Lovecraft's creations through a dozen of characters either dead or insane. [/QUOTE]
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