Honestly I just think it's a result of several factors: 1: folks mostly know how to play D&D "well enough" 2: Nobody can agree on anything else to play. 3: learning new RPGs takes for fucking ever.
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Like that's the rub, and I think a lot of indy RPG devs are deeply, deeply angry about it because they are interested in development, and refined craft, and (bluntly) getting paid, but for much of the audience it's like "I COULD learn to play these other games but which one?"
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It's so disappointing that this has become a thing. Obviously RIFTS is the true universal role playing system!
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GURPS is still a thing!
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D&D isn't adaptable to any kind of gameplay and people should play what they want, but it is capable of more than people think, and with only a modicum of effort. Unfortunately, low expectations and low effort produce lousy gaming experiences that perpetuate its bad reputation.
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I don't agree with this at all. D&D, any edition, any setting, feels like exactly what the system was crafted to do, which is going through dungeons and fighting monsters to grab loot. To me it's like saying in-game WoW roleplay is adaptable to any narrative. It's just not true.
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I blame it on 3.Xs OGL letting everyone think they could make anything and everything with D&D
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The biggest thing I can genuinely give as a truism is that if a tabletop game or property has multiple versions, the one that’s adapted to the d20 system is the one that’s bad. I’m currently messing about with the Star Wars RPGs and the WEG and FFG versions are way better.
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And between those it’s the WEG version that wins mechanically, at least for me; FFG is good for providing lore and adventure ideas though.
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GURPS, Palladium, and to a lesser extent Champions were much better designed to be adaptable to every type of gameplay and they all fail to some extent or another. Systems can and should be optimized to some degree for scale and scope and that makes them better or worse in cases
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GURPS, Palladium, and Champions all bring the same heavy number-crunching, actions are binary success-or-failure attitudes built into their core. The don’t work for games that need to model complex social dynamics, internal emotional states, or success at narrative cost.
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