Lord of the Rings vs. D&D
Star Wars vs. Traveller
[cool movie they borrow from] vs. Shadowrun
Purists, of course, like to play in specific worlds. How many times have you tried to play generic sci-fi with a group and heard "It's not Star Wars" or Star Wars did not come up at least once during the gaming session. You cannot get away from the big pop-culture franchises no matter how you try with some groups, and that is all some groups will play.
Same thing with Lord of the Rings and gamers who prefer the original source material to D&D's odd menagerie of things pulled in from everywhere, plus what Lord of the Rings has. D&D's odd mix is a genre to itself nowadays, so repeated and used repeatedly it has became a specific game world in itself, a copy of the copies of the copies - that people copy.
Copying isn't bad, but it does create strange bedfellows, and often requires a lot of hand-waving to explain. The more you add to D&D or any game for that fact, the less believable it gets, and the less playable it gets. It's the "Universal Rule of Game Gluttony" - generic games expand until the point that they die of over-expansion.
The more books you buy, the worse it typically gets.
Contrast this with specific worlds, and no, Expanded Universe Star Wars does not count (and even Disney got rid of it likely because of the Universal Game Gluttony rule). With specific worlds, the cannon is already set in stone, and that's what you have to play with. With some, you can even choose to play with a subset of content (everything in Star Wars and Empire for this game, the rest is out).
Side-note, I like games that are smaller and more specific, expand-ability usually isn't a big selling point for me or my groups. It's always nice to have new stuff, but we are at the point today where desktop and web-publishing models can easily super-size a game to a degree where no one can collect or play it all. More is not better.Some games try to create their own universes and have you play in those. These are often difficult to find an audience for, either you have a big commercial property that everyone knows, or you have a generic game that can ape along with the times. Finding a group excited about a niche world developed by a role-playing game company is always a tough thing and a hard sell to new players.
It is tough to sell a new world in today's climate, because the licensed players are bigger, make more noise, and have legions of fans with instant communication 24/7. Even if you did make noise, it is still a challenge being heard unless you are a known designer or have something really, really unique.
In a way, it's why we have the semi-generic games we do. They get around the licensed property hurdles by leaving up what people want to borrow from pop-culture to the individual group, and the fact these games are built to do so gives people that avenue.
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