Why Fantasy?

I don't think this has been true for 20 years.
I think it is. First, if you go to the bookstore you can find books on World of Warcraft, D&D, and such. And other books have clear D&D influences like Raymond Feists books. The reverse is also true. D&D drew heavily from novels and D&D has had a heavy influence on many of the other RPGs out there. Even if those secondary and even tertiary RPGs don't directly link novels as an influence, that they are heavily influenced by D&D means that they are still influenced by those novels that influenced D&D.
 

log in or register to remove this ad

I think it is. First, if you go to the bookstore you can find books on World of Warcraft, D&D, and such. And other books have clear D&D influences like Raymond Feists books. The reverse is also true. D&D drew heavily from novels and D&D has had a heavy influence on many of the other RPGs out there. Even if those secondary and even tertiary RPGs don't directly link novels as an influence, that they are heavily influenced by D&D means that they are still influenced by those novels that influenced D&D.
Feist hasn't been relevant in decades (and I love his books). If geekdom was primarily driven by prose novels, why are there no longer Forgotten Realms novel lines as in the past.

it seems obvious on its face that the young nerds of today are influenced by other media than were young nerds of 40 years ago.
 

Feist hasn't been relevant in decades (and I love his books). If geekdom was primarily driven by prose novels, why are there no longer Forgotten Realms novel lines as in the past.
Feist still writes books that sell. He's currently writing yet another saga that will bring him a lot of money. And there was both a Forgotten Realms novel and a Dragonlance novel released a year and a half ago.
it seems obvious on its face that the young nerds of today are influenced by other media than were young nerds of 40 years ago.
Other media absolutely has an influence, but novels still have a large influence on RPGs as well.
 


One thing that I think makes swords and sorcery fantasy better for gaming than science fiction, modern times, or recent historical eras is that it's more divorced from people's reality, and so is way easier to suspend disbelief and escape into.

Sure people know things about older history and that D&D's 'medieval' is a grab bag of things ancient to renaissance with some completely made up armor and weapons, but it's all distant and kind of easy to throw into a grab bag, plus it's all so abstracted it doesn't really matter to most people. Modernish games have computers, communication, firearms, and vehicles that people have direct experience with and that affect story beats heavily (cell phones break a lot of plots, for example). Politics in fantasy games is usually along the lines of 'these countries have intrigue against each other', or 'gosh the Red Wizards are cartoonishly evil so we can fight them without worry', while modern games involve modern events and science fiction politics are very often modern politics with the names replaced, and it's very hard not to touch on a lot of political points.
 

So -- why is fantasy clearly the most popular genre in the TTRPG space? Even discounting D&D, most RPGs are some flavor of fantasy, and many of those at least vaguely "medieval fantasy."

Why do you personally think that fantasy is so over represented in RPGs?
I think, to answer the why, we cannot discount D&D. It (D&D, not TSR) was the first, the first big hit, and has arguably* retained hegemon status throughout the entire era of TTRPGs as commercial products. This should be acknowledged, so we can then discuss all the other reasons, but it's also useful to realize that part of the reason why D&D did catch on could be fantasy aspects that contribute to making an engaging TTRPG.
*yes, we all know those technicalities one might want to bring up.

Firstly, although combat need not be as dominant as D&D (a spin-off of a wargame) made it for a long time, decisive physical action as a major avenue of success-determination is a good fit. Romance* simulation is something a lot of people in gaming wouldn't have been comfortable with, and mysteries have issues with GMs building fair** mysteries with clues that could (but wouldn't automatically) reasonably lead the investigators to the right outcome. So activities that fall under the general 'action movie' genre are pretty natural choices.
*of the rom-com variety, not as C. S. Lewis might write about
**teenage me had a hard enough time building fair traps.


As to why medieval fantasy as opposed to westerns, cliffhangers, modern fantasy, or sci-fi, I think there are a number of factors (none absolute):
  • Fantasy allows magical solutions that work as the game needs them to. Similarly tricks and traps that IRL would be nonsensical (but interesting) are usually given a pass in fantasy scenarios.
  • Fantasy removes certain elements of current or future scenarios which might eliminate entire categories of challenge.
  • Fantasy allows a team of characters with differing traits to work together and share the spotlight.
  • Fantasy creates the ready situation of many varieties of opposition (many of which being bestial, unintelligent, or pure evil, minimizing moral quandaries) to appear.
  • Fantasy allows situations where each character's success or survival can be independent (the PCs are very rarely all on one fighting ship, meaning the campaign just ends if it is blown up), so can more reasonably be jeopardized.
  • Fantasy has required gear, allows for up-scaled gear as reward, and also doesn't let 'has lots of money for gear' obviate any and all other capability.

None of these are absolute, and many individually show up in other genres. Traps that make no sense (or would cost 1000x a more deadly and sensible one) are a staple of cliffhangers and Bond-style spy capers. Sci fi settings can eliminate the 'why wouldn't I just call the authorities?' issue if the settings are isolated untamed planets where global communication isn't set up and/or there are no authorities to call. Westerns can be set up so that the doctor and the tracker contribute (and receive as much spotlight) as much as the weathered gunfighter. Make someone a zombie or throw them in stormtrooper (or stormtrooper) outfits and they become acceptable targets. WWII action movie genre allows gear porn without it being 'guy with best bank account wins.' However, most other games outside of fantasy have at least one of these aspects that make building a compelling game for 4-6 players (with slowly advancing characters doing interesting things and sharing in the determination of success) at least a little bit more challenging than a typical fantasy campaign.
 
Last edited:

He is reaaching back to an older usage of the word "Romance".

So, this will sound pedantic, but sometimes that's how we denote what we actually mean.

I think you'll find today there's a difference between the older "romantic literature" and modern "romance literature".

Poe, Malory, Emerson, Hawthorne, Thoreau, Woordswoth, Shelley (Percy and Mary both), and Keats are romantic authors.

Modern romance literature is a different beast.
 


Both fantasy and romance are their own distinctly different genres. Whether the fantasy is front and center and the romance is secondary, or whether the romance is primary and the fantasy is secondary depends on how the creator wants it to be. Neither can be considered to be a subset of the other, even if romance gets the top billing most of the time. The same goes for any pairing of genres. Romance/comedy, comedy/drama, etc.

I personally don't recall more romance movies with fantasy being secondary like Stardust or Princess Bride than I do movies that were fantasy first and romance second like Lord of the Rings, D&D, Narnia. To my recollection most of the time the fantasy movie just happens to have a few characters that are/become romantically involved, but the fantasy portion is still the primary focus of the movie or book. Where are you getting your numbers from?
Historically, this isn't true at all. Even a soupçon of research would reveal this to be the case. So, apparently, even a soupçon of research is beyond you, it seems. Isn't that positively revelatory.
 

I suppose what would be more interesting is distinguishing what makes the Subgenre of Medieval High Fantasy as a setting so popular in TTRPGs but generally not in other mediums (books, movies, novels) rather than putting everything in a broad bucket of Fantasy, Romance or Fiction.

To me, it speaks that it isn't something universal to human appeal and something quite unique to TTRPGs. And looking at the origin and most people's first point of contact as D&D makes me believe that its influence definitely shapes how the community designs their games. Many survive the filter of joining the TTRPG hobby because they love this flavor of fantasy (which concerns me how many bounce out especially as we see RPGs remain relatively niche compared to other "nerdy" interests like boardgames and superheroes). Then many of those who are especially passionate design games and worldbuild settings around this flavor of fantasy.

There is another genre slice to look at - the gameplay that is dominant of Action Adventure. It does tend to be easier to run than investigation aspects of Mystery or Thriller or the need to maintain a strong tone like Horror or Romance. And combat in Action Adventure gets more interesting with melee being allowed - that sword comment is definitely huge. You can see a lot of modern-genre media have people drop their guns constantly to allow cool fist fights, but that would be obnoxious to do in games as the GM has to constantly bend the fiction why you only have one gun and its handle is made of butter.
Because Medieval High Fantasy is barely Medieval, you can put Imperial rome next to Renaissance Italy and there'd be minimal complaint. It's easier to put a spaceship into fantasy than it is to put a dragon in Sci-Fi
 

Recent & Upcoming Releases

Remove ads

Top