The core game focus of DnD is pretty heavily directed toward combat. Most of the spells and skills your character has are for combat or for getting into combat or for between combat encounters. It's a combat centric game, with some RP rules added on top for in-between combat encounters.
Compare that to World of Darkness's Storyteller system, which is much more heavily focused on the social interactiom and narrative drama. Combat in that game is quick and usually quite lethal, and even in the 5th Edition games Paradox is releasing, calls for combat to be 3 turns before resolving the interaction.
It takes a lot of time and effort to add on your own rules to make these systems handle what they weren't really designed for.
I wouldn't really want to run a game of complex political intrigue in DnD just as I wouldn't want to run a monster slaying dungeon crawl in World of Darkness.
Some people never really learned DND either, but kind of get carried along by the group. I feel like you could switch out systems on those people and they wouldn't do any worse.
But I get it. Some people are more casual. Some people have executive dysfunction. My current strategy is to find people who want to play what I want to play, and it's working okay. Still makes me a little sad that DND is so mega popular, but okay.
On the other hand, DMing also involves a lot of homework, so it's completely understandable that someone might want to switch to doing homework for a different subject on occasion.
I was once explaining a rules lite system I wanted to try to someone, and he kept complaining about how difficult it would be for him to learn a new system. I had to point out that I had already fully explained the rules while we were talking, and we weren't even talking long.
I think some people just think every system is as complex as D&D.
I haven't played Pathfinder 2e but my understanding is it had a lot more choices at the turn level and character build level. that's good if you want that, but I think for a lot of people the shallowness of 5e is a plus. There are other games that would also be a good fit if you're not looking for deep tactics or builds, though.
D&D and Pathfinder are like Baseball and Softball, maybe. But going from D&D to Fate or PbtA is like changing to football or fencing. It's very different. Trying to get someone who's playing Baseball to take up soccer is tricky. D&D is baseball. Pathfinder is softball. Easier transition.
If they don't want to play it, running it isn't gonna be that fun. That's why I haven't ran the Shadowrun campaign I made for my group. Nobody other than my sister wants to play SR. :/
SR lore is so good and the system has so much potential.
We've switched from D&D to SR4 and BOY does that rulebook have a lot of holes. So many contradictions and omissions, so often things are very unclear. Top that with the insane decision to have the group play basically three separate space-time lines with the real world, the spirit world and the matrix. Let's all wait around the table for an hour while our decker does matrix that takes a second of in-game time and then our shaman projects into the astral plane and that's not as fast as the matrix but still a lot faster and takes another hour but it's only a minute in-game.
We stopped after like 6 months. And it's a shame because the world is so fun.
My current group of players has only played Starfinder, Stars without Number, Cities without Number, Vampire the Masquerade (V5), and some one-shot games like Quiet Year.
I don't want to run or play D&D, so I don't. If needed, we could always hang out without playing a game.
The last group I was with ran mostly DND 5e. However, our DM needed a break, and another player took up the reigns for a Star Wars Table Top.
It was not serious. Homebrew and the rule of cool made it a blast - Think Guardians of the Galaxy comedy in a Star Wars wrapper.
The DM for that set goal posts. Like around a certain level, force sensitive classes would get their first light saber.
My character was a bounty hunter who finally got his Mandalorian armor where I could customize "components" like a hand mounted flame thrower, or a shoulder cannon, or what the fuck ever. We spent more time dissecting statistics to get it balanced than anything thematic.
Totally home brewed in that system.
I think that was my best table top experience, and I'm an old school DND nerd. I feel like some days I can barely do my job, but I can quote how THAC0 works on a whim.
I don't understand statistics unless dice are involved, and no that does not extend to gambling dice games. Utterly useless, but I can go into an ADHD hyper focus on anything that is not actually beneficial to my life in a tangible way, lol.
My players love Pathfinder, but after running a 1-20 campaign for years I needed a break from it. So far this year we've played Apocalypse Frame, Delta Green, and Troika. It's been a blast trying out different systems and settings, had a few surprises about how much we liked or didn't like different mechanics.
After running some Dungeon World I have little interest in ever playing or running d&d again. It's so much better for organic storytelling, and combat is much less of a slog.
Easy enough that I had to read your comment a few times to read it with the non-aggro tone you intended lol
The hard part is when there's a community built around a game system with its own traditions and rituals. That's never in the books. This is only an issue with bigger systems like V:tM, Pathfinder, and Shadowrun, but you just need to learn to play them from other people just like you learned to play D&D.
I came in one day, told my players this game sucks and everyone immediately started searching for their own game of choice, never looking back at 5e. we've settled on WoD as the game we go to, but we've got a Pathfinder and starfinder game going, we've played cyberpunk RED, shadowrun, cthulhutech, the witcher rpg, besm, exalted, CoD, wrath & glory, and we're planning a final fantasy d20 game. It's down right sad that some people won't move on from 5e tbh.