D&D General Why Is D&D Successful?

Scribe

Legend
Want to play a sport? There are dozens in your area, and 100's around the world.

Want to play video games? PC, Phone, Console? There are literally more games than you could ever play, and if you are reading this, you likely have access to them on Steam.

Want to hang around with friends and play an RPG? For most people there is one answer. D&D.

Combine that with the acceptance of geek culture? Success.
 

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The big draw for D&D has always been: you can do anything. Unlike most of games, you can make a D&D game whatever you want it to be in every way.

Then add:

*Movies Downfall: people just don't watch movies as much as they used too....and worse the movies they have put out in the last couple of years have only been about 'average'. Worse as nearly every movie sticks to a set formula of action, explosions and CGI spam. And endless sequals and remakes...oh look another Ghostbusters movie and and Fast and Furious um...10? 11? Simply put people are not entertained.

*TV Change: people still watch tv shows.....but no so much the network "wait a year to see the season" shows. With streaming people can watch seasons quick. But a couple of weekends and all the 'good' new shows are watched........so your left with a large amount of free time.

And the BIG ONE:

*The downfall of RPG type video games. Sure the some decent video games....like Baldur's Gate 3, bring in a lot of new gamers. And that says a lot.

BUT...after that.....video games are failing to deliver entertainment. Sure some people will always just turn off thier brain and click some buttons for hours and be happy. But the role playing type games are comming up short. They can only program so much into a game....so no matter what a video game is always limited.

Even with online play and content....they can only make so much. And they get a diminishing return if they make too much.....but then they can't 'afford" to make much anyway.

And nearly all RPGs video games are boring. You bump into NPCs, read a wall of text...and accept a quest. Then you do the quest....often a railroad. But that is all you can do, and makes up the whole game.

And RPG video games have the same problem movies do.......the same things just get released over and over.....Final Fantasy 99 or Tom Clancys dark shadow ranibow seal army team sixty seven.
 

Autumnal

Bruce Baugh, Writer of Fortune
I want to suggest the exact opposite of one of @bloodtide ’s points. I think that decades of video game successes have helped prepare the ground for D&D today. Games have gotten vastly more complicated than in the 1970s, and gamers have adjusted. The only place you can find games as simple as the ones I played on friends’ and college computers in the ‘80s are on phones, and many modern strategy and adventure games on phones far surpass them too. D&D isn’t a big deal for anyone who can play World of Warcraft, Vermintide, Call of Duty, Baldur’s Gate, and the like.
 

Muso

Explorer
I want to suggest the exact opposite of one of @bloodtide ’s points. I think that decades of video game successes have helped prepare the ground for D&D today. Games have gotten vastly more complicated than in the 1970s, and gamers have adjusted. The only place you can find games as simple as the ones I played on friends’ and college computers in the ‘80s are on phones, and many modern strategy and adventure games on phones far surpass them too. D&D isn’t a big deal for anyone who can play World of Warcraft, Vermintide, Call of Duty, Baldur’s Gate, and the like.
I was thinking the same. The term "rpg video game" is now very common, while in other years it was a niche among other more mainstream generes (sports, shooters, etc.). It helped a lot that a lot of people in 2014 was aware of what a rpg is. Also the term "nerd" was more simpatic after tv shows like "big bang theory". Many factors summing together.
 

My theory is a mixture of several factors. Not only videogames like Warcraft or Final Fantasy but also movies like the Lord of the Rings and series as the Witcher and Game of Thrones. The new generations are enough used to epic fantasy.

The golden days of comics, Hollywood productions and videogames ended. It is not only the saturation of new titles, but the new generations are enough entertained with the discovery of the old titles from previous decades. Then the geek community has had to search other options.

The fandom wants to create their own stories, and here the RPGs is the right tool. If you watch a horror movie you can guess only the final girl will be the only suvivor, but if you are playing Ravenloft or World of Darkness nobody knows what is going to happen in the end.
 

TheSword

Legend
I definitely don’t think there’s any single factor. Several of these are intertwined (see Game of Thrones and CRPGs for instance) which in combination have created a critical mass. In no particular order…
  • Its good. Its hit the sweet spot between simplicity and complexity.
  • The production values are excellent, books feels like something you can give as a gift
  • Similarly the quality of art is frankly mind blowing now. Characters, maps, vignettes, covers etc.
  • It’s cheap at a time when everything else is more expensive. Take your family to the cinema once or play D&D every weekend for a year.
  • Focus on the Adventure as the driving product. A build-your-own-package not a tool box and raw materials. At a rate which allows supply to keep up with demand.
  • The rise of VTT has removed a huge historical barrier to play.
  • Online resources - google images, patreon, pdf reprints, wiki’s etc have put an an astronomical amount of game resources at peoples fingertips for very low cost.
  • it’s a broad church catering to a wide array of gaming styles.
  • Lack of product bloat making it evergreen and reducing edition wars and fragmentation.
  • Ubiquitousness. Imitation is the sincerest form of flattery (Looking at you Level Up)
  • A generation raised on excellent CRPGs Skyrim, Final Fantasy, Witcher 3, etc. primed to play D&D.
  • A generation folks who played the game in the 80’s and 90’s are playing it with their kids/grandkids.
  • Inclusivity. The removal of chainmail bikinis, all-white artwork and their Ilk. Opening up the game to 50%+ of the population.
  • The establishment of fantasy as a mainstream TV and film genre for everyone. Thank you Lord of the Rings and Game of Thrones.
  • Geek-Chic reducing the disincentive to be seen playing or to suggest it.
Its worth repeating point one, that it is a damn good game though. Were that not the case I don’t think we would be where we are now. Not perfect but a solid 4.5 stars. Better than anything we’ve had before.
 
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If I read your question as "why has d&d stayed the big dog and not been supplanted by something else"

In part it is the "period" supported by the game. Almost no one has a visceral opinion on how pseudo-medieval (x) works. Whether that's how much a loaf of bread would cost relative to wages (economy), how far a longbow reaches (physics), how mobile a person is in plate mail (stealth), how far a horse could feasibly travel in a day or a human could carry in a backpack (transport), the whole shebang is basically in a time box that is eminently hand-waivable.

Anything modern or near modern (say +/- 100 years) has more issues with plausibility and suspension of disbelief. In some ways its worse because a lot of people accept "movie physics" but others won't, and in a lot of cases it's relative to areas of personal experience. Finding an acceptable AND entertaining middleground for mechanics is hard. Now add the much greater expectations on how the socio-economic part of the world works and it adds another level.

Modern-ish games also wind up tied to sub-genres. Horror, action, superhero, urban fantasy, western, pirates, post apocalyptic, steampunk, indiana-jones type exploration, etc.

D&d is so unmoored from reality you can do all of those. Have a wasteland to the west, an ocean to the east, a demon to the north, a jungle to the south, and a giant city (which is essentially the Greyhawk setting) so you have apocalypse, pirates, horror, exploration and urban fantasy. Add a gnomish city for steampunk, a grassland of nomadic horse archers and invading settlers for old west, etc, etc.

It won't do all of them well but there's less call for verisimilitude when you have them in the same setting and, to be honest, most people don't want to only play one genre so it lets a more diverse group or an easily bored gm change things up without actually changing games and having to rebuild a party dynamic.

The rules since 3e have also ranged from approachably easy (roll a d20 and add one of these numbers from your sheet) to layers of complexity (your summon can flank, there are bonuses from magic weapon a potion of Heroism and the Enlarge spell plus the champion class feature and that special attack feat means you roll two d20, keep the high one, add d4 plus your attack bonus minus 5 and if that is an 18+ on the 20 and your total exceeds their AC you get to roll double damage dice plus 2d4 + weapon damage bonus plus 10 and your weapon does knockback) it can appeal to a wide range of players at the same table.

The lack of tight integration between "D&D the game" and "the setting of this specific campaign" mean a lot of dials can be tweaked to suit individual group preferences. Magic items can be common or nearly nonexistent, classes may not exist, the base society is totally interchangeable, gods can come and go, etc, etc etc.

And it's a space that is hard to compete with. Do something similar and it's a d&d ripoff game, why bother? Do something too different and it risks falling into the subgenre trap.

I honestly think the success of any d&d-alikes are often due to WotC mis-steps where they alienated large groups of players, creating instant market bases. It's hard to dethrone the king when it's popular.

By the same token, d&d has been through effectively 4 major corporate ownerships (Gygax, Williams , WotC, Hasbro) which has caused several pivots and infusions of cash/marketing so it hasn't ossified.
 
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