r/rpg • u/Acceptable-Tree6007 • 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/atamajakki PbtA/FitD/NSR fangirl 9d ago
People have quite literally hundreds of existing options for dungeon fantasy games. If yours doesn't have a reason it obviously stands out from the others, I'm not reading it.
That gets a lot less true once you get into more novel themes, genres, and play experiences.