@mietze said in Adapting to New Ideas:
If a system is relatively simple, doesn't have a ton of special exceptions or radically shifting rule sets in the same game, then I am down with trying something new.
How many people here started with RPGs like Toon or Paranoia or CP2020? Even early (A)D&D was deeply simple: Pick a class, at each level you might pick a thing, and leave all the rest of the work to the DM or module designers.
Years ago (in the most recent Wora timeframe), Ink(@Darkwater, I can't remember his Wora nick) with some light frustration mentioned how that we're using these incredibly powerful computers and yet almost never did we utilize it.
Nuku, our resident furry now writing Ponyfinder god bless 'im, did utilize it and his Mucks were almost always incredibly popular, partially from theme and partially from implementation.
The unfortunate part is that we're not all game designers, we're not all code developers, and we're not all GMs. When we find a game with the magic balance of all three, it can be simple or it can be complex but I guarantee it will gain popularity. If it can hit critical mass of popularity, it will keep for quite some time.