Felon said:
They won't necessarily do that. Rather, the potential problem is that some members of the core audience will reject the product without even thinking out a nice complete thought balloon about it. They'll just let their eyes skip over it, and that's all it takes. It'll be a kneejerk reaction like some of my group had that "that's not for us". Again, decidedly less than open-minded, but it's not the consumer who suffers for it.
This is the part i find the strangest: this is not only RPing, but fantasy RPing--almost every RPG ever published is a larger-than-life world, and in most cases part of that is "more exotic"--whether it's just more exotic in the James Bond mold (more and better) or more exotic in the Dark Crystal mold (completely different), emulation of real life doesn't seem to have much place in RPGs. in fact, the closer to the world of the players, the less well RPGs seem to do (i'm thinking of the numerous more-realistic modern games, like Top Secret, Millenium's End, and others, that have pretty much tanked--often despite being pretty good games).
Now, i'm aware that a lot of gamers just want "token play"--inserting themselves into a fantasy setting to live vicariously, to do what they can't do in RL. Or at least vent their frustrations and/or enjoy themselves through a fantasy version of themselves. But even for these sorts, the fantastical elements are, IME, necessary. You [generic you--not necessarily Felon] don't want to be some guy with a good job and a nice family--you want to be a sword-wielding, butt-kicking righteous paragon of all that is Good and right with the world. Or whatever. The point is, we *want* "not like us" for our RPG characters--even if the not-ness is an illusion, and we're really pretty much playing ourselves, but with more muscles, suave, mystical power, and/or nookie.
Look at the phenomenon that is Drizzt (sp?). I don't know for certain if he appeals despite being drow, or because he's drow--but looking at the general attitude towards drow i've found among gamers, i'm gonna go with "because".
And i don't think that's an isolated, or fluke result. I will posit that the alien, or at least the different, is one of the things that draws people to RPGs. Do consumers make kneejerk reactions all the time? Yes. do gamers? Yes. But is it the "different" that gets passed over? I'd be really surprised to find that is the case. Certainly the disscussions i read online, and the people i talk to in RL all point towards the value of novelty, both by the standards of other RPGs, and by the standards of the players.
What do my eyes just sort of slip past in the game store? The familiar. If i can immediately tell what the book is about--or thinki can tell--from the cover, i'm unlikely to look further, unless what it is particularly appeals to me. Because, in my mind, i've already figured out what's in the book, so there's no point in me looking further, much less buying it. But if i can't tell, i'll pick it up, and look through it--not just because i can't tell, but precisely because i'm hoping that it's not easily identifiable because it's "new" or "different". [I'm much the same way about system's too: if i see "D20", my gut reaction is "been there, played that" (whether or not that's true--i wouldn't have checked out M&MM had it not been for rave reviews; i'm glad i did). If it's a new system, i check it out--because it's different, and that has inherent value for me, even if it's not objectively superior.]