Genre emulation is difficult, and I suspect that few people who try to roleplay any setting get all that close to what they like about that setting in the first place. So they often give up. Making a game feel like Star Wars, for instance, requires you to actually understand the mythical underpinnings of how Star Wars works, which neither SWRPG gets far in setting out, and which most Star Wars fans surely don't; witness the bizarre trees-for-wood discussion of literal continuity rather than meaning on Star Wars forums.
Whereas a big part of the continued success of D&D is that it plays to the ways people have come to play D&D -- some of which I think are great accomplishments, others at cross-purposes with what the players want to achieve, and in any case they cast a big shadow over how people approach other RPGs.
Whereas a big part of the continued success of D&D is that it plays to the ways people have come to play D&D -- some of which I think are great accomplishments, others at cross-purposes with what the players want to achieve, and in any case they cast a big shadow over how people approach other RPGs.