..so don't bother innovating or trying anything new at all. Your message in favor of "pure pragmatism" is clear: Why bother trying to flip anyone at all? There is nothing closer to "what they are used to" than D&D," ergo stick to D&D.
In the context of the historically revisionist hypothetical situation that never happened, that I posited at the end of post #104...
If TSR went under in 2000 - and you wanted to grab as much market share as possible from the power vacuum they left:
Then, Yes. As much as possible make your game like D&D.
Then Profit.
And I say this as someone who's RPG experience has been almost entirely that of playing and running games
not D&D.
Because D&D has established itself as the market leader. The majority of the hobby plays nothing but D&D. I like to try out different systems and even homebrew my own. I am an outlier.
The rest of the hobby likes their D&D the way that they like it. If there are some system issues, you can fix them. But don't change anything! Keep it just like it was before, only better.
If TSR went under in 2000 - and WEG wanted to grab as much market share as possible from the power vacuum they left, and they said:
"Hey try this new fantasy game we call Swords and Sorcery! It uses our d6 system..."
The majority of the hobby: "...d6 system?" "That's not D&D. I play D&D." "Hey, look at that; game company
X has made a game called Fortresses and Fangs that looks and works almost exactly like D&D... I'll give that a try."
That is the reality of our hobby.