Differencfes Between ArM and d20 Communities

I posted a similar poll on this forum and in ENWorld (a major d20/D&D forum), asking what changes would you as a player like to play through. The descriptions and the options are somewhat different, by necessity of the games being so different.

ENWorld:
No Fundamental Change 2 2.78%
A Foothold of Change 11 15.28%
Affecting History 38 52.78%
A Change in the World 17 23.61%
A Change in Adventuring 0 0%
Other 4 5.56%

Atlas:
No Fundamental Change 40% [ 13 ]
A World with an Hermetic Foothold 18% [ 6 ]
A Change in History 6% [ 2 ]
A Change in the World 25% [ 8 ]
A Change in the Order 6% [ 2 ]
Other 3% [ 1 ]

The major difference is that the a lot of the ArM community wants to adhere very closely to the standard setting (40% No Fundamental Change), whereas the d20 community wants the PCs to be involved in significant change to the politics of the world (53% Affecting History).

In both groups about the same (24-25%) seek to break the rules and completely alter the setting.
The support for a considerable change but on a local level is also similar (15-18%).

I don't suppose it is surprising. Still, I thought I'd share.

This could have a lot to do with the fact that an Ars saga exists for a long time in a world we know the "future" of, while D&D is a tale of a single group (or at least generation) of heroes, in a world with an unknown future.

Agreed.
I don't play a lot of other games, but it's my understanding that some of the big games still run meta plots where the entire setting for the game can be changed. It's my understanding that players at conventions can aid or at least influence these metaplots and change not only their game world, but the published game.

I see the interest in this as it redefines player participation. However the novelty of this feature would likely cause Ars players to revolt. If my House Tremere is Renounced storyline became canon material I imagine the Ars community taking numbers to line up and kill me. I think the no change policy gives Ars players the room they need to either play close to history or high fantasy. That sort of flexibility never gets old.