The Meaning of Heartbreaker

Ever since Dungeons and Dragons was first released, there have been designers who thought they could do better. Some of them were right, and right fairly quickly; Ken St. Andre, Greg Stafford, and Marc Miller are all luminaries of the hobby who made their mark before the 70s ended. Many others, though, were not. After all, game design is like many creative pursuits, and while some have the talent and skill to pull it off, others…don’t.

As the hobby developed, someone came up with a name for the less inspired clones of D&D and its ilk: the fantasy heartbreaker. There are a couple of etymologies for this phrase. The first refers to the heart of the designer. In the 70s, 80s, and 90s, if you wanted to put out a game, you really had no choice other than to get it printed. Not only was there no PDF or print on demand, there was a much smaller ‘small press’ industry, and fewer printers who would take on a run of a few hundred books. No, these designers usually, if they wanted their book in print, had to order a run of at least a couple thousand. The heartbreak, then, is having a pallet of game books, unsold, in your garage or basement, serving only as a reminder of the massive bill they produced.

The second etymology refers to the heart of the critic, and due to the common use of the longer phrase ‘fantasy heartbreaker’ I believe this one is more accurate. A fantasy heartbreaker specifically is a clone of D&D, hence the genre modifier. What makes it a heartbreaker is, to put it bluntly, wasted potential. The motivation of a designer who writes a heartbreaker is to make a better version of the game they’ve been playing; generally they have somewhere between one and half a dozen interesting and often very good ideas about how to make a game they’d rather play. What they don’t have is the understanding of how to integrate those ideas into a coherent ruleset. The result, both then and now, is a game with several good ideas shoe-horned into rules which are basically D&D without any understanding of what changes were needed to make their ideas work. A critic sees the good ideas, then sees the rest of the game, and then their heart breaks.

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