If you have never experienced it before, what is generic for others can be fun for you. Your first of anything can be a thrill. When you arrive, moreover, with the knowledge that seemingly everybody else has tried this special thing before you, you want the generic--for social reasons. You do not want to feel left out of a shared experience. This may apply to just about any experience, but here I'm talking about fantasy role-playing games. For a gamer of a certain age, like me, generic is just no longer much fun, unless I'm introducing a new player and I can vicariously experience the generic as fresh. Even then, I'm soon ready to switch gears into something fresh and new for me. So what has made fantasy role-playing generic, so awfully generic? Here are some thoughts about that. 1. Fantasy game worlds were intended as generic from the outset to make them accessible. The more generic your game world is, the less explaining you have to do and the more easily you can ...
Musings on table-top role-playing games today after spending a quarter century away from them.