The Branding and Promise of the Names of RPGs
I think it’s helpful for the name of an RPG to tell you something about what the game is (supposed to be) like.
For licensed properties, this is easy. A Star Wars RPG is about Star Wars For licensed properties, this is easy. A Star Wars RPG is about Star Wars (even if some folks will always claim it is just the Ghostbuster’s rules of D&D, “reskinned”).
Dungeons and Dragons does a good job of this–it’s a game about monsters and underground locations. Yes, it’s more than that, but it still tells you something. And it’s ubiquity allows you to show kinship with it easily enough — Tunnels and Trolls is clearly giving a similar feel as D&D. Mutants & Masterminds was brilliant.
Hero System and Champions are both pretty good.
Shadowrun was not as good as Cyberpunk, originally, but it is now. Gamma World was good, but Aftermath was better, and Marrow Project at least as good.
But Omega World was brilliant, because of Gamma World.
Both Vampire and World of Darkness did good jobs with this.
Star Frontiers was better than Traveller in this department, but Space Opera may have been better than either.
I’m not comparing the quality of these games as games. Just the ease of branding offered by their names.
I think about this, when I am working on things like Really Wild West, which I hope does a good job of immediately identifying itself as a kind of over-the-top Weird West setting.
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Posted on January 11, 2019, in Business of Games, Game Design, Musings, Retrospective, Writing Basics and tagged Business, Development, Essays, gaming, Geekery. Bookmark the permalink. Leave a comment.
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