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[gaming] Fantasy Heartbreakers

Dom

Administrator
Staff member
I read this.


I’m definitely in that group that enjoys exploring different takes on fantasy games, not just the OSR. I don’t see them as crabs in the bucket struggling over food and trying to escape.

Some of them I even run.

What’s your thoughts?
 
I read this.


I’m definitely in that group that enjoys exploring different takes on fantasy games, not just the OSR. I don’t see them as crabs in the bucket struggling over food and trying to escape.

Some of them I even run.

What’s your thoughts?
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I'm less OSR, as my sweet spot seems to be the late noughties, but I love to get them to the table. My current obscuriana is Fantasy Craft.
 
Despite someone explaining it to me once on a forum, I have never understood what a 'fantasy heartbreaker' is. The definition seemed to be a fantasy RPG that wasn't D&D?
 
Despite someone explaining it to me once on a forum, I have never understood what a 'fantasy heartbreaker' is. The definition seemed to be a fantasy RPG that wasn't D&D?
Broadly, yes.

TV tropes describes it thus: A very common form of failed roleplaying game is known as the "fantasy heartbreaker." In its most basic form, the fantasy heartbreaker is a game that is Dungeons and Dragons, But Not. While forgivable in games in the formative years of tabletop gaming, even now there are always new fantasy games coming out that are slavishly loyal to Advanced Dungeons & Dragons' idea of adventuring. Usually, however, they will also pick one system that needed "fixing" — Character Alignment, Hit Points and weapon balance are common culprits — and replace it with something even more complicated. Imagine a Doom clone being made nowadays — as in 'literally' trying to clone Doom, ignoring everything that came after, including full 3D, mouselook, and enemies smarter than suicidal fireball-flinging lemmings, simply because that's all the author has played and assumed nothing else has changed much since then. Except they also decide that Hit Points are unrealistic, so they bolt on a complicated first-aid system. That's what a fantasy heartbreaker looks like.

I also asked ChatGPT:

A fantasy heartbreaker is a lovingly made, amateur-published fantasy RPG that mostly imitates Dungeons & Dragons but claims to be a big improvement. It usually has minor tweaks, new classes or races, and passionate design—but doesn’t realize it’s not very original. It’s called a “heartbreaker” because it’s sad to see all that effort stuck in old D&D assumptions, even though there are often some good ideas buried in it.
 
As for me, as I've said before, I don't really enjoy fantasy rpgs (well, I don't enjoy the settings). So the differences between them have passed me by.

(I haven't watched the Quinns Quest review of Mythic Bastionland yet. Instead, I've been distracted by a 90 minute video essay on the ARCS boardgame. Not even a game I've played, but Efka's board game analysis is brilliant.)
 
I do the same with BRP/d100 variants.
 
I see, that's useful thanks. The 'heartbreaker' bit is the weird part. These seem like perfectly reasonable and rewarding ways to design a game: take one you quite like and hack it to suit your play style or tastes. Calling that effort wasted sounds like someone who thinks RPGs should only be designed some other way.

I mean I'm not personally very interested in the thousands of OSR systems that mimic BX or whatever, but they aren't 'failed' if they do what the creator and players want. There's a real air of badwrongfun in that description.
 
By coincidence, yesterday's Geekerati newsletter also talks about fantasy heartbreakers (in relation to the Trancers RPG!):

In the early 2000s, Ron Edwards coined the term Fantasy Heartbreakers to describe a games that broke his heart for a variety of reasons. The primary reasons for his heartbreak were that he could see real passion on the part of the creators, but that he also saw that they were essentially spending 10s of thousands of dollars to publish their house rules for D&D. The games were often very good and included interesting innovations, but were doomed to not only fail but to cost their creators a lot of money. The nature of the publishing industry in the 1980s and 1990s was such that modern desktop publishing and pdfs weren’t possible, so the lack of understanding of the size of the game market could only lead to financial heartbreak for the creators and empathetic heartbreak for Ron.

More recently, I’ve coined the term Fantasy Heartwarmer. These are games that are similar to Fantasy Heartbreakers, in that they are based on prior properties, but that because the creators understand the changed marketplace they are able to avoid financial ruin and maybe turn a small profit. I see Fantasy Heartwarmers all over the place from itch.io to personal websites to drivethrurpg. Some Fantasy Heartwarmers like Matthew Tapp’s Barrows & Borderlands will only ever appeal to small fandoms while others like Kelsey Dionne’s Shadowdark will have much larger fanbases. In both cases, the creators will find the experience psychologically rewarding and even small successes warm my heart.
 
In case anyone's interested Ron Edwards original post about games he termed fantasy heartbreakers is here https://www.indie-rpgs.com/articles/9/ (although warning Google didn't trust the link). I don't think Ron would classify the OSR games discussed in the post Dom originally shared as heartbreakers, for a variety of reasons, but language evolves.

I've have anyway had a lot of fun in the past playing Legendary Lives, one of the games Ron talked about in that essay. Several of the others might make it to my table one day.
 
That makes a bit more sense as a meaning, albeit a bit precious. It has little to do with the game itself and more to do with the fact that publishing rpgs before DTRPG was expensive and almost certain to lose you money. So doesn't really make sense as a descriptor now, but I guess once used, terms can evolve.
 
I’m definitely in that group that enjoys exploring different takes on fantasy games, not just the OSR. I don’t see them as crabs in the bucket struggling over food and trying to escape.

Some of them I even run.

What’s your thoughts?

RPGs are like sandwiches. People like different kinds of sandwiches, and that's OK. It's OK to offer people new kinds of sandwich to try, but it's not OK to tell them what kinds of sandwich they should like, or that your favourite is the One True Sandwich and they must forsake all others.
 
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