What Does The Game Bring To The Table?

Over the last week or so there appeared the most recent incarnation of a frequent discourse, one about the quality of games correlating with their likelihood of success. Now, that’s bluntly and hilariously untrue, which is clear to anyone who has ever enjoyed a niche of anything in their life. In tabletop RPGs, though, it appears, from certain lenses, to even be anti-true. Games which make choices actively hostile to such simple traits as being able to play them still become sales successes, often becoming more successful than the indie games which old guard designers seem to snark at between requests for employment. Ultimately that’s not because TTRPG purchasers are irrational (I mean, they are, but not for the reasons we’re talking about here), but rather because they’re buying games for different reasons.

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