Indie rules-light RPGs are to mainstream rules-heavy RPGs what improvised banter is to Cards Against Humanity. The detailed, restrictive, and frequently absurd rules serve the same purpose of quickly generating good stories without requiring too much creativity (albeit stories that make no sense to someone who doesn't know the rules).
(This is not a criticism of anything. If you feel offended, that's on you.)
...What? You're gonna need to explain why the story of a session using Fate or DW inherently makes more sense than the story of a session using GURPS or DnD, because I'm not seeing it.
Black card (pick 2): The first sign we were dealing with a That Guy was ___, then he brought out the ___.
Cards Against Humanity is barely better than Munchkin - the absurdity of individual cards is what makes the game amusing in any way, not any of the mechanics.
Indie RPGs are pretty popular - mainstream for this hobby in this case just means 'sold in a shop', in which case all you've got is DnD and Pathfinder.
White Card: Ed Greenwood wanking about elves.
Black card: The Dark Lord's one weakness was _____.
This really needs to happen. So much. My head is full of ideas.
Black card: Permanency + ___ = Profit!
Black card: The dragon has been slain! Searching through the hoard, you find the dragon's most prized treasure - ___!
Black card: Alas, the human paladin fell in battle to protect the druid circle from the marauding orks. To show the forest's gratitude, the archdruid reincarnated him as ___.
Black card: ___. Total party wipe.
Black card (pick 2): You meet up in a tavern called "The ___ of ___". Great adventures lie ahead!
Black card: The macguffin was ___ all along!
Black card: ___. Does the paladin fall?
White card: A fat, sad dragon
I know it is in the normal CAH but it is too fitting to skip
White card: A mimic
White card: The girdle of masculinity and femininity.
White card: Head of Vecna
White card: Lawful Stupid
White card: Pun-Pun
White card: Plot armor
White card: Railroading
White card: A vegan mind flayer
White card: Not fading to black
White card: A paladin
White card: A fallen paladin
White card: A big bad evil guy
White card: A bigger badder evil guy
White card: The biggest baddest evil guy
Don't let this die while I'm asleep.
Definitely a classic, a good one.
The white card this black card deserves: An immovable rod
>You're gonna need to explain why the story of a session using Fate or DW inherently makes more sense than the story of a session using GURPS or DnD, because I'm not seeing it.
I'm away from my image folder, but the kind of "D&D stories" that get shared around here frequently involve funny bits that are funny because of rules, not because of the story itself. That time a bear bluff-checked so well people thought it human, that time some dude grappled a dragon to the ground, etc. In other words:
>His bluff check was so good, nobody realized he was really a ___
This is the point made in OP.
>the absurdity of individual cards is what makes the game amusing in any way, not any of the mechanics.
The analogy in OP is D&D rules to CAH cards, not D&D rules to CAH rules.
>Indie RPGs are pretty popular - mainstream for this hobby in this case just means 'sold in a shop', in which case all you've got is DnD and Pathfinder.
Games that aren't sold in a shop (D&D/PF aren't *quite* alone there) are virtually unknown. Some are "popular" in the sense that the tiny community of heavily invested hobbyists like /tg/-goers are familiar with the name; maybe they've even played one or two of them.
I think the biggest issue I have is that the black & white cards aren't grammatically consistent. I've only played a couple times but I've already seen a joke fall flat plenty of times because the way a black card is written doesn't line up with the way a white card is written.