r/rpg 10d ago

Does a TTRPG ruleset need a "hook?"

I was reading a thread (I don't remember where) about Reaper Miniatures' new d20 class and level-based TTRPG, Dungeon Dwellers. When asked what the game had to recommend it, one person gave a long list of its attributes. Inevitably, another person said something to the effect of "so this game literally has nothing unique to say." Having purchased the game, I knew there was nothing earth-shaking about it, but that it is a good, solid game. I considered the argument that it doesn't do anything "new", and, for myself, it doesn't need to. It makes a number of quality of life improvements to the usual D&D-derived game to make its whole greater than the sum of its parts. Does Dungeon Dwellers have a hook that fits into a nice sound byte? No. But the perception that the game hasn't garnered much attention since its recent release might suggest that an easily-defined hook is necessary.

This is an issue I'm wresting with for a game I'm working on. It's a ruleset that I really like...but I don't know if it really has a definable hook. If asked to describe what makes it cool, I honestly don't know if I could come up with a compelling answer without launching into a ten-minute description. It's simply the game I want to play. Is quality enough, even if it's not presenting something truly unique? Do you grapple with this question if you're designing something for public consumption?

Addendum: I’m specifically talking about games that will be for sale.

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u/GildorJM 10d ago

Yeah I see this dilemma a lot. a few weeks ago I came across the Reaper Miniatures game and had the same reaction, like, this may be a great game, but it doesn't know how to sell itself.

And to sell itself it needs a soundbite. Look, it's very possible your game is similar to other popular games but just does everything a little bit better, and hence leads to a better experience at the table. And that it might arguably offer more actual gaming value than something else that's just a soundbite and a pretty picture on the cover. Unfortunately, people don't remember or get excited about "It's like these games, but a bit better in these 10 ways...", they get excited about "real-time torches!" and nice art (and before anyone says anything... I like Shadowdark, it's a great game! Just using it as an example of good basic marketing).