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Twilight Sword: Filtering reactions to D&D through video games

Most fantasy RPGs are a reaction to D&D in one way or another. This has likely been true for some time; while games like RuneQuest have had time to evolve and develop their own base principles, many of them, especially ones as old as RuneQuest, were very much about being either in alignment with or in opposition to what D&D did when they were first released. Given D&D’s current market share, this has become more nakedly true in the bestselling entries in the fantasy genre; Tales of the Valiant, Draw Steel, and Daggerheart are all essentially versions of the D&D formula and none of them purport to offer a different sort of game than D&D beyond differing priority rankings for things like narrative development, tactical combat, or power level.

A new trend I’ve observed is typified by game designers taking a different tack to how they ‘react’ to D&D, and this is generally one filtered through other media. Break, Fabula Ultima, and Twilight Sword are all versions of this to one extent or another. While these games all differ from each other, hidden in each is a similar underlying thesis: In order to make tabletop roleplaying more accessible, this game is derived from the most accessible D&D derivative, the fantasy RPG video game. The fact that these are all more from a JRPG lens likely has to do with legacy as well as differentiation; the first Final Fantasy outsold its licensed D&D contemporary Pool of Radiance by about 50%, and the gap only got wider. Final Fantasy VII outsold Baldur’s Gate, its licensed D&D contemporary, by about fivefold (and that’s only to 2005, not including any of the remakes or re-releases of either). Even if Baldur’s Gate III and the recent explosion in popularity for D&D have shifted this narrative, there’s no question that through the 90s, the JRPG reigned supreme when it came to sales volume and cultural impact.

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