I remember when everything used to be talked about in the terms of "Dungeons and Dragons." Final Fantasy? Oh, that's a roleplaying game on the Nintendo, kinda like D&D. Traveller? That's kinda like D&D in space. Everquest? That's an online Dungeons and Dragons type fantasy game on the computer.
Today, you ask what a RPG is to your average game playing demographic member, and you'll probably get answers like: World of Wacraft, Skyrim, or Mass Effect. Many World of Warcraft players have never even touched or opened a pen-and-paper RPG, ever. To them, the definition of 'fantasy roleplaying' is World of Warcraft - that is the world they grew up in, and that is what they know.
Interesting times, and if I can crib from the greats, I will. Steve Job's Post-PC World comes to mind, and I shall toy around with the term, Post-D&D World. Pen and paper games have not kept up, and 4th Ed made it worse by trying to be like MMOs, from the world to the powers, and especially the progression, you can't compete with MMOs. It's like trying to compete with Apple with the same product and a different OS, sure, if you are a fan of the OS it's great, but most people, average consumer types, will buy the iPad or iPhone and call it a day. Yes, there will be a day that changes, and yes, this is flameworthy, but at the time of this writing, it's the truth for everyone that's tried to compete based on the mantra 'competing with Apple.'
Post-D&D reflects people's perceptions of what fantasy is nowadays. It's not Elminster running around a dungeon with fireball and magic missile anymore, nor are thieves perceived to be the people who are only good for climbing walls and picking locks. Fantasy is more broad nowadays, more ingrained into popular culture. Orcs can be seen as heroic, noble characters; these aren't Tolkien's mindless brood with 1 Hit Die anymore. Elves just aren't happy tree creatures or knock-offs of the residents of Rivendell, they are living breathing spirits of the elements, such as night, magic, or fire. Our view of fantasy has evolved beyond Tolkien-isms, and the Tolkien movies are taking back the things D&D borrowed from them in the first place. I am sure when you say the word Elf, people will say, "Oh, like the Lord of the Rings Elves?" rather than, "Oh, like D&D's Elves?"
D&D4 tried to strike out on its own, culture-wise, and that was cool. The new world construction, the races being a part of things, and the entire vibe was interesting. The rules, a step forward compared to D&D3, but too MMO and heavy for a pen-and-paper game. Now it seems we are back to the Tolkien-borrowed standards, and somehow, I think that's a step backwards. I feel you can't go back to the future here, D&D needs to make its own lore and strike out as something new. Yes, D&D needs to change from its Tolkien-borrowed roots, and let Middle Earth be Middle Earth.
There are a bunch of thoughts here, trying to define what happens after the market has moved on, after technology has replaced you, and that thing that was once cool is searching for a new identity. You can't grow without changing, and you can't change without looking at what you are. The world has moved on, and it's up to D&D and Wizards to prove 'why should I care about D&D?' Yeah, it's a big task, and I enjoy the game, so I hope they can answer that. A big part of the problem with D&D is D&D itself, refusing to move on from the Magic the Gathering styled complicated rules of 3E that are too heavy for new and casual players to grasp.
Lots to think about, and a Post-D&D World is an interesting term to use when thinking about the question, "What is fantasy nowadays?" You can't think along the lines of , "Oh, let's start with D&D." Things have moved on, and your thinking must too.
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