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Why do you play games other than D&D?
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<blockquote data-quote="Tony Vargas" data-source="post: 7632762" data-attributes="member: 996"><p>The flexibility comes in giving the DM latitude to go beyond, ignore, override, and, of course, if he wants to, formally change or 'house rule,' the system.</p><p></p><p>That's not really flexibility at all, but it's functionally used the same way.</p><p></p><p>It's like, you can break it, and fix it to be however you want. That's like being flexible - except for the loud snapping sound and the duct tape.</p><p></p><p>Then why did none of those games take off like 5e is taking off now? (That's rhetorical... I mean, ST did do really well in the 90s, relative to the niche non-D&D RPG market of that decade.) </p><p></p><p>Well, for one thing, there's been a huge renaissance in TT gaming going for like 5 or 6 years now, that wasn't there 20+ years ago. </p><p></p><p>Then there's the magic trick WotC pulled in developing & releasing 5e without any of it's longtime fans crying foul. 3e & 4e both suffered excessive criticism from what became the OSR crowd for not being traditional-D&D enough. (And 4e for not being 3e enough, /either/) 5e presents as both traditional-D&D-enough and 3e-enough to avoid that sort of controversy, which means when a potential new player looks into this D&D he's heard vaguely about, he doesn't find it's ardent fans arguing about how badwrongfun it is, and just write it off. So 5e fully benefits from the D&D name recognition and legacy of past market dominance.</p><p></p><p>And, even more so than earlier in WotC's tenure, D&D has gotten mainstream exposure in the media and via people streaming examples of play. </p><p></p><p>I'm sure there are other factors. </p><p></p><p>I mean, a DM could totally run 5e that way, and the AP paradigm it lifted from Paizo certainly fits neatly into it, too, with /long/ elaborate adventure 'paths' instead of itty bitty modules or home-cook'n adventures or random dungeoncrawls. </p><p></p><p>OTOH, the DM can do prettymuch anything else he wants with it, too, like said home-campaign adventures or random dungeon crawls, or even collaborative storytelling campaigns, PvP contests, borderline wargaming, whatever - he could take it further than just style, to genre &c, at least nominally, but might scrub away everything making it remotely recognizeable in the process, and have just "a d20 game" at the end of the day.</p><p></p><p></p><p>Besides, growth comes from new players, who don't come to the game with any particular agenda rooted in how games were played in the 90s.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7632762, member: 996"] The flexibility comes in giving the DM latitude to go beyond, ignore, override, and, of course, if he wants to, formally change or 'house rule,' the system. That's not really flexibility at all, but it's functionally used the same way. It's like, you can break it, and fix it to be however you want. That's like being flexible - except for the loud snapping sound and the duct tape. Then why did none of those games take off like 5e is taking off now? (That's rhetorical... I mean, ST did do really well in the 90s, relative to the niche non-D&D RPG market of that decade.) Well, for one thing, there's been a huge renaissance in TT gaming going for like 5 or 6 years now, that wasn't there 20+ years ago. Then there's the magic trick WotC pulled in developing & releasing 5e without any of it's longtime fans crying foul. 3e & 4e both suffered excessive criticism from what became the OSR crowd for not being traditional-D&D enough. (And 4e for not being 3e enough, /either/) 5e presents as both traditional-D&D-enough and 3e-enough to avoid that sort of controversy, which means when a potential new player looks into this D&D he's heard vaguely about, he doesn't find it's ardent fans arguing about how badwrongfun it is, and just write it off. So 5e fully benefits from the D&D name recognition and legacy of past market dominance. And, even more so than earlier in WotC's tenure, D&D has gotten mainstream exposure in the media and via people streaming examples of play. I'm sure there are other factors. I mean, a DM could totally run 5e that way, and the AP paradigm it lifted from Paizo certainly fits neatly into it, too, with /long/ elaborate adventure 'paths' instead of itty bitty modules or home-cook'n adventures or random dungeoncrawls. OTOH, the DM can do prettymuch anything else he wants with it, too, like said home-campaign adventures or random dungeon crawls, or even collaborative storytelling campaigns, PvP contests, borderline wargaming, whatever - he could take it further than just style, to genre &c, at least nominally, but might scrub away everything making it remotely recognizeable in the process, and have just "a d20 game" at the end of the day. Besides, growth comes from new players, who don't come to the game with any particular agenda rooted in how games were played in the 90s. [/QUOTE]
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