There are so many RPGs out there each claiming it's primary feature to be an in-game content combination: fantasy but everyone is animal humanoids, black powder weapons, no-elves etc.
Unfortunately other than a few bits of cover art it's very difficult to discern until you actually play the game if it is indeed remarkable or not. Thus people go with the big names and the known franchises.
There are some great game world ideas available, but they are simply too complex to communicate in any short form, which is a real barrier to having ideas spread. it's usually not something you can bring up to a person who isn't well versed in that kind of thing.
Another barrier to RPG adoption is the fact that the exciting story, the awesome movie, the cookie, isn't exactly there in the box. You have to make it. Which is part of the appeal and part of the turn off. Builders vs. consumers.
This makes me wonder what was the number one thing that killed prepackaged modules, like what killed the dinosaurs (most probably the cave-men)?
Friday, September 12, 2008
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