RPGs are very much an escapist hobby.
For most of its history it has typically been a fairly uncomplicated one, as well. For all the worried talk that is unfairly directed towards RPGs, there is very little moral hardship in the average D&D/Pathfinder dungeon scenario. It is all about a very fantasious character growth that is in effect simple access to ever greater capabilities with minimal justification by handwaving.
Still, the hobby is very diversified, even if the money seems to keep flowing into very few trends at any one time. For a while in the 1990s and early 2000s "Vampire" RPGs and similarly "dark" themes were all the rage. TORG had a very ambitious setting and ideas. And for the last few years there has been a noticeable trend towards RPGs that are in effect a study challenge, where the setting is very detailed and the story involves above all some degree of mastery of its concepts.
However, one segment that puzzles me is that of the more esoteric RPGs. Kult, In Nominem, even Nephilim have a considerable amount of occult or religious themes, albeit perhaps not in a particularly central role.
I often wonder what is other people's perspective of those RPGs. I only have any real experience with Nephilim, and I noticed that it has a very rich background indeed, but I wonder if it can be difficult to handle for some sets of beliefs (perhaps my own included; the jury is still going).
Do you have anything to share about the subject?
For most of its history it has typically been a fairly uncomplicated one, as well. For all the worried talk that is unfairly directed towards RPGs, there is very little moral hardship in the average D&D/Pathfinder dungeon scenario. It is all about a very fantasious character growth that is in effect simple access to ever greater capabilities with minimal justification by handwaving.
Still, the hobby is very diversified, even if the money seems to keep flowing into very few trends at any one time. For a while in the 1990s and early 2000s "Vampire" RPGs and similarly "dark" themes were all the rage. TORG had a very ambitious setting and ideas. And for the last few years there has been a noticeable trend towards RPGs that are in effect a study challenge, where the setting is very detailed and the story involves above all some degree of mastery of its concepts.
However, one segment that puzzles me is that of the more esoteric RPGs. Kult, In Nominem, even Nephilim have a considerable amount of occult or religious themes, albeit perhaps not in a particularly central role.
I often wonder what is other people's perspective of those RPGs. I only have any real experience with Nephilim, and I noticed that it has a very rich background indeed, but I wonder if it can be difficult to handle for some sets of beliefs (perhaps my own included; the jury is still going).
Do you have anything to share about the subject?