Ok so difficulty of picking up a new #ttrpg is something that stems from the idea that there's no community and that the rules are going to be complicated.
Yeah the Dragon Game has a huge community, but it doesn't mean other games don't have a community.
Most indie game devs are UTTERLY DELIGHTED to talk to you about their game. I can bet that if you ask any of us we would even help you prep your game or ingest the rules in our free time. Yeah there might not be comics or even YT videos on how to play our games.
But we make up for being more approachable by the costumers.
Hell I don't know if there's anyone who I have turned down from asking me questions about my games. I'm more than willing to explain the rules and answer questions if needed.
Ok conversation in a group ended with me defining 3 types of #ttrpg "core" products:
Framework
System
Game
So that would be a Core Roleplaying Framework/System/Game
Let me get into the definitions.
I went from the assumption that a game is a set of rules used to create a narrative.
SO what is a narrative? A story told after a set of rules and assumptions. These are the Genre, Tropes, Cliches, and Direction.
Genre is a broad definer while Tropes are tools to tell a genre.
Cliches are known and specific Tropes used in a genre that are expected to happen by those who are in the genre. This can be used to further the genre and tie in other tropes.
The Direction is the SPECIFIC thing that makes your work unique to others...