Fair point, but I reckon that the segment of the RPG market with hands-on military experience is considerably smaller than the one without.
Any game designer that intentionally markets its product primarily to ex-military consumers risks losing out on a much larger market. That doesn't seem like the best long-term strategy for sustaining sales.
And a game that actually favors real-world experience that isn't universal sort of self-imposes barriers to players that lack said. For T2k, some potential players may not want to play with military vets because they don't want to feel ignorant, or be patronized by players with more applicable real world experience. I played with and Ref'd for the same combat vet and he could be a bit of a know-it-all at times. Although I appreciated some of his knowledge and wisdom, the "well, actually..." bit got old really quick.
Add in IG rank, and a game could end up getting pretty un-fun pretty darn quick.
With fantasy or sci-fi games, assuming no one has more experience with a giving setting or rules system, everyone pretty much starts out at the same starting point.
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Last edited by Raellus; 05-03-2021 at 08:09 PM.
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