I like IP based games.
It's true that this may not be universally the case as I won't play a game just because it's an IP. I have to like the IP to be certain.
That said, I find that given the choice between DC Adventures or Mutants and Masterminds 3rd Edition - essentially the same game - I'd much rather run a DC Adventures campaign. I'd pick Star Trek or Star Wars over Traveller and I freakin' love Traveller. I miss running Ghostbusters and I've been getting ideas for a Men In Black game lately.
I really enjoy running games based on entertainment franchises that I like. It might seem lazy to some or less creative than a game set solely in a setting of one's own design but I don't feel that way. Better yet I don't really care what those of that opinion think.
Well for starters, I've had incredible success with IP based campaigns over the years. Some of the best games I've ever run have been set in someone else's universe. As I have noted in the past, I became sort of famous in my local gaming circles in High School and College as the 'King of Licensed RPGs'.
I always received interest if I said I was thinking of running Villains and Vigilantes, Mekton, or Ars Magica but I'd have scores of players chomping at the bit to be part of my Marvel, Mobile Suit Gundam, or Record of the Lodoss War games.
I have discussed IP gaming numerous times in the past from both a general standpoint and in relation to specific licenses. What I want to add here is that I really like the freedom they give me.
"Huh?", I hear you say. "Freedom? But isn't doesn't running a game in a known IP setting tie your hands considerably? You can't go against canon without someone freaking out!"
That is certainly a distinct possibility but let's focus on the freedom part shall we?
When creating a setting from scratch there are several things to consider, among them being what particular elements do and don't exist in your universe, how the people in the universe interact with and feel about those elements, and what is the function of the Player Characters in said setting.
In IP settings, if the players are at least generally familiar with the IP, those questions are already answered. I don't have to explain what a Droid is to a Star Wars player, nor do I have to get into all the different ways Droids are treated.
Likewise, I don't have to tell a Star Trek player that there aren't any Droids on their Starfleet Vessel. Star Trek doesn't have Droids. We all know this.
When the rules are known and generally agreed upon by all involved, I as the GM don't have to worry about them. I can direct my energies towards creating new material - new stories, characters, locations, and other such components. It's quite liberating actually. You don't need to reinvent the wheel if you and a good size group of friends have the same favorite wheel you can take out whenever you feel like it and go for a spin.
I could go on and on but I have other subjects I want to get to. I am really interested in running either an old favorite IP game or an IP I haven't touched in a while. Perhaps one I like but haven't yet tackled at all? Time will tell.