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Old 5th December 2008, 11:28 PM   #21 (permalink)
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I've just noticed the huge contrast between that, and D&D. The differences between 4E and 1st Edition AD&D are so massive, it's like one game isn't even recognizable as a version of the other. Interesting. I wonder why that is?
A different business model.
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Old 6th December 2008, 12:39 AM   #22 (permalink)
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I wonder why that is?
When you are already a niche game, you do not want to cheese off your fan base. Plus, if you sold well enough in the first place to do a second edition, the game is probably very solid.

On the other hand, if you're run by Hasbro, you can do anything that makes financial and creative sense. Also, 3e has one foot in an older style of playing and 4e in a newer style, with the older style tending to be more exploratory and focused on decision making and the newer style focused more on aesthetics, distinctly social aspects, and book-driven play. Obviously there's a huge overlap, but EGG and the new design crew were definitely aiming at some different things. Thirty years of development changes things.

Even games like Talislanta can be subject to that; the 5th edition moves away from the archetype system for the first time (not a hugely popular move, either, although it has its fans).
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Old 6th December 2008, 01:41 AM   #23 (permalink)
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I personally like big changes in editions.

What's the point, otherwise?

I'm disappointed when I pick up the BRAND NEW EDITION of an older game, read through it, and see that it's practically unchanged from the version previous to it.

I don't like thinking, "Wow, you could have just stuck two pages of errata in the back of the prior edition's rulebook, and left the rest alone, and you'd have this."

No matter how much you change a game, it's not like the old versions, the old physical books that people already own, suddenly disappear and can no longer be used to play. So changing a lot is good, I think. If you hate the changes, you can always stick with the previous edition.

Games like Warhammer, Champions, and Earthdawn come to mind. The "second edition" of those games actually requires some serious effort to even FIND any substantive changes in the new books. Shuffling around the contents, changing a bit of formatting, adding some flavor text here and taking away some there, clarifying two or three confusing rules slightly, and slapping a new cover on it doesn't make a new "edition" to me.

(Although I guess, in all fairness, that's more than enough to qualify a book as a new edition in most other fields of publishing, and no one bats an eye. I just expect game systems to evolve more, I suppose.)

I love the (ostensible) 4E concept of, "What if we boiled this game down to its most basic, fundamental concepts, the things which we consider essential to the core identity of the game, and then entirely re-envisioned a new game based on those, but created from our mindset of TODAY?" rather than the "Let's just take what we already have, which was invented 10-20+ years ago, and throw a new coat of paint on it" idea.

I personally like The Dark Knight a lot better than I'd like it if they'd just kept making Batman movies based on the old Adam West TV show, with new scripts and an occasional change in a cast member when necessary, but the same old theme and creative vision.

The artistic sensibilities of the population change, dramatically, from generation to generation. If a "new edition" of a creative, interactive form of entertainment like an RPG isn't following along, at least a bit, with those changes, then it just feels stale to me. That's what I meant about not liking the "feel" of the "classics".

It's not that those are bad games, AT ALL. They're amazing games, wonderful games, games which at the time they were invented were incredibly creative and interesting. They were superb for their time, and as a foundation upon which all further development in the field has come, they should be revered. I couldn't get behind anyone who said, "Lulz, 1st Ed. AD&D sucks, dude. It's totally crappy compared to what we have now. Why would anyone ever like that game?" But at the same time, I'd be pretty disinterested if the newest edition was still extremely similar to Mr. Gygax's old work.

The Wright Brothers were brilliant, and we always owe them the respect and homage they deserve. But I'm going to keep flying in Boeing 747's or whatever the modern aeronautical engineers build next year, not in a replica of the first Kitty Hawk plane.

Not that these aren't good games. They are! Even minor improvements on a game which was already awesome still equals a great game. When I read the Earthdawn or Warhammer Fantasy second edition books, I admit that I'm a bit let down that they're not MORE radically altered from the originals, but they're still VERY GOOD GAMES. I'd still love to play them.

I just want to see more really NEW ideas for game system design. Things that make me think, "Wow, I've been reading gaming books for 20+ years, and I've never seen a rules mechanic or setting idea like that before. That's REALLY creative!"

I guess I just like to see old baggage discarded. All of these games, including 4E D&D, seem to carry over old concepts which never really worked very well, just because that's "part of the game" or for the sake of tradition, or simply because the designers haven't thought of anything better (or perhaps anything better which they aren't SURE won't screw up other parts of the game).

Like Exalted, say. I start reading the Exalted stuff, and I think, "There are some COOL ideas here! This is a really neat idea for a game." But then, it's still tied to a mostly-unchanged version of the old Storyteller system, which was pretty darn mediocre even when it was new. New wine in old wineskins is wasted.

Pathfinder is another example. The folks at Paizo are truly exceptional game creators. They really have some outstanding, world-class talent over there. I love their products, their innovative ideas for making the metagame more engaging and easy to deal with, their writing style, their art style, and the sheer amount of content they put out in such a short period of time. They've got crazy potential as a game company.

But I haven't bought a single RPG product from them, outside of the system-neutral Game Mastery line (which is really, really cool), and I doubt that I will anytime soon. Because I want them to make their own game, not just throw some pretty Paizo paint all over 3rd Edition D&D and CALL it a new game. Pathfinder could be a radically phenomenal game line, if it wasn't still stuck on the idea that being a 3E-clone was the way forward.

Paizo has plenty of independent cred now, on their own, without needing to ride the piggyback of WotC's game anymore. If they built their own new game from scratch, I'll bet it would be incredibly cool and would sell like hotcakes. But a lot of people still love the D20/OGL thing, so more power to them, I suppose.

Don't get me wrong . . . I thought 3rd Edition (and 3.5 when it came out, too) was basically God's Gift to Gamers at the time. I was madly in love the first time I read the D20 system and its major revision(s). Compared to what came before, the sheer elegance of the game was beautiful. The OGL was an incredible boon to gamers, as well, as the amount of top-notch creative content that was able to be published, all more or less compatible to a core system, was (and still is) a really revolutionary and awesome thing.

But I think it's jumped the shark, frankly. I think its flaws are glaring, and no one's going to be able to patch over them, not even Monte Cook, and not even Paizo. And while I'm pretty darn pleased with 4E, for the most part, it still doesn't leave enough baggage behind, in my opinion. (Actually, I adore 4E, I'm really into it, but I still thirst for more innovation.) I have finally come to the conclusion, I think, that the inherent limitation of having to be D&D is going to prevent D&D itself from ever taking the kind of leap needed to push forward into truly next-gen RPG design.

I see Paizo and its contemporary peers as our best hope, but to me, they're wasting their time with this OGL/3.5-clinging. Obviously, it's working for them, and tons of players love it, so perhaps my perspective is a poor one. But if people like the folks at Paizo, or Malhavoc, or Green Ronin, or Goodman, or the recently-liberated Mr. Tweet and Mr. Noonan, were to really sit down to tackle the task of making an entirely new kind of roleplaying game, learning from all of the mistakes of what's been done before, but not trying to carry forward any old vestiges of the systems we've grown up on, not even trying to pay lip service to the idea . . . I think that would be a hobby-shaking game.

I think that if some of the big time names in the industry sat down and asked, "With our previous work, how much of what we implemented was just done because that's pretty much the way it had always been done, or because our bosses told us we couldn't change it, and how much of it was because that was honestly the BEST idea we could possibly come up with, independent of previous influences?" and then set about building a new model of gaming which was not tied to any of the classic RPG systems at all, then we'd see some incredible stuff.

I think that a lot of the flaws in the games that the best designers we have now originally wrote are largely there because they were hold-overs from prior ideas, which the more recent game creators haven't been able (due to pressure from their corporate overlords, or lack of development time, or whatever) to really discard and replace with original concepts.

I think that I can say that Monte Cook and Jonathan Tweet and the others like them are the best and the brightest, and have the greatest potential to create the Next Best Thing in gaming, even while criticizing highly the very systems that they were largely instrumental in building. Because I think that many of the broken bits in those games were simply artifacts of less informed or out-dated designs, and not really the fault of the innovative people whose names are on the more modern books.

All technology improves with successive iterations, and roleplaying games are a technology, too. I want to see some games in which there's no evidence that parts of the system were chopped together using a bronze adze, just because that's the best tool that Grandpa had available.

When are we going to see a true FIRST EDITION of something that impacts the gaming community as much as Dungeons and Dragons did back in the day? Many of the people writing gaming books today are amazingly talented, creative, and brilliant. When are we going to see THEIR true brainchild, rather than merely an endless succession of sequels and revisions and reskins and adaptations and incrementally-increasing version numbers?

I am the consumer, and THIS is what I want. There are a hell of a lot of full, flowing wallets behind me, too. Take heed, game publishers! We want to give you our money. But I'm not paying you for Kitty Hawk Plane, Seventeeth Edition. I can house-rule some broken old game myself. No more new wine in old wineskins!

When I start seeing more and more corporatespeak, directed at the consumers, from the heads of gaming companies, when the president of WotC is delivering soulless soundbytes that sound like they came out of Dilbert strips, and even Bill Slavicsek's column in Dragon is full of buzzwords and doublespeak, I get a little sick inside. We're gamers, and just because many of us are highly educated, business-savvy professionals these days, it doesn't mean we want to be talked to like we're in a shareholder's meeting by the people who make our games!

I want you to tell me why your game is cool, not why your business model is profitable.

I want to know that those creative minds slaving away at my favorite hobby are doing everything they can to make the best games possible for gamers, not just trying to appease the suits who sign their checks, or meet some projected numbers expectations. I don't care if that's even true or not, really. But you'd better work a little harder at fooling me, if you want me and the many gamers like me to remain loyal and keep putting our dollars into your company.

I'm going to keep buying from WotC for now, because they still put out the stuff that, given the options I'm currently aware of, I like the most. But the day that another game studio comes along and starts producing game materials of equal quality, but higher innovation, my support is going to them, and quick.

I know a lot of people hate MMO comparisons, and hate Blizzard, and hate WoW, and I get all of that. I'm not terribly pleased with any it, myself. But D&D (and the legion of D&D-clones) is like EverQuest, circa 2001-2003 or so. It's a good brand, for now. It's the king of the jungle. It's the default. But wait until the "World of Warcraft" of tabletop RPG brands comes along. Who is going to be that "Blizzard"?

The talent exists. The market exists. But who is doing it? Where can I offer up my gamer's heart, and point my wallet, next?



$
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Old 6th December 2008, 03:20 AM   #24 (permalink)
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I think you are setting yourself up for disappointment.

Think of game design as craftmanship rather than technology, and you'll see that the scope for radical change is limited.


Think about what it is about 3E/4E/WHFPR/RM etc. that isnt satisfying you. I dont think its helpful to demand innovation without knowing why you are unsatisfied now.


Anyway, I suspect your best bet for new ideas is the indie side of things. Eg Burning Wheel.
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Old 6th December 2008, 03:44 AM   #25 (permalink)
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I think you're just going to have to settle for something. I've searched for the perfect system—one that would meet everything I want—for years, but have never found it. I've found one that I really, really, really like, but sometimes it's still not quite what I want. So I like to keep looking, but at least I've settled on one to use in the meantime.

I'm just saying don't hold your breath.

(Note: You may have said you've got one to settle on, I just couldn't pick it out of your long post.)
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Old 6th December 2008, 04:05 AM   #26 (permalink)
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I personally like big changes in editions.

What's the point, otherwise?
Vanity, vanity, all is vanity, and there is nothing new under the sun.

The point, of course, is to fix problems. There is a helluva lot more to WFRP than just "errata" or tweaks. It takes a lot of time and resources to refine a game system, and it just doesn't always work out that it happens in one edition. It's also possible to simply change things up, to improve the game by enriching it. If you start over with an entirely new game under the hood, you are throwing away virtually all the work that went into the previous edition.

If you want to compare games to technology, there is a difference between making a gasoline car and electric car. But is a modern Camry a "better" car than a '67 Corvette? If you want to compare games to art... I'll stack up Mozart's best opera against Huey Lewis's worst pop song any day.
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Old 6th December 2008, 05:13 AM   #27 (permalink)
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Wow that is quite a list and vision of what you want in a game... not sure what you're looking for really exists or will ever exist... if you want a wholly different and original fantasy RPG, with a setting that you can sink into and be "enchanted" by, with moderate amounts of crunch, I'd fully recommend Talislanta 4th edition... otherwise I'm not really sure what the ideal is, although if you find it I'd certainly be interested in hearing about it!

OTOH If what you want is 4th edition but without the ties to D&D tropes, look into Iron Heroes which was Mike Mearls's game before he started working at WotC. It has a very loyal and satisfied following and is a very different beast from D&D from what I hear.

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Old 6th December 2008, 06:21 AM   #28 (permalink)
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2.) At least as "crunchy" or rules-heavy as D&D 4E or 3.x
Are there any games as crunchy and rules-heavy as 3e? (That aren’t a direct derivative of it. And I’m not sure even many of its derivatives count.)

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Fantasy heartbreaker and whatnot.
I love “fantasy heartbreakers”. Never have understood the “heartbreaker” part.

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I personally like big changes in editions.

What's the point, otherwise?
To compile and re-organize the best additions. This is a new edition. Big changes means it is a new game masquerading as a new edition.

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No matter how much you change a game, it's not like the old versions, the old physical books that people already own, suddenly disappear and can no longer be used to play. So changing a lot is good, I think. If you hate the changes, you can always stick with the previous edition.
When I recruit new players, I don’t like it when they want to buy their own copy of the game we’re playing, but they can’t. When I wear out my copy, I’d like to get a new one.

For some games, luckily, there are enough second-hand copies out there that it doesn’t matter. For some games, there are legal PDFs for sale. For some games, someone managed to get permission to distribute digital copies for free. Some games are under the OGL or a similar license. (All are good ways to counteract the ill will of releasing a new game masquerading as a new edition.) For many games, however, none of that applies.
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Old 6th December 2008, 07:37 AM   #29 (permalink)
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I love “fantasy heartbreakers”. Never have understood the “heartbreaker” part.
True "fantasy heartbreakers" get their name from the fact that they are, generally, their creator's passionate ideal version of a classic, D&D-style fantasy game, doomed (hence the heartbreak) to failure because the market is flooded with dozens of games which are likewise their creator's "D&D done right".
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Old 6th December 2008, 08:03 AM   #30 (permalink)
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I love “fantasy heartbreakers”. Never have understood the “heartbreaker” part.
Because it's sad to see someone put so much time and effort (and probably expose themselves to considerable financial risk) into something that inevitably tries to challenge D&D on it's home ground with the same weapons, and so turns into an also-ran.

There are classes and spells that are very like the D&D ones, there's usually an arcane/divine divide, and replications of many of the D&D features and limitations. You'll get a few differences; it's really unusual for a modern game to have armor that makes your harder to hit instead of allowing you to shrug off more damage, for example.
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Old 6th December 2008, 09:24 AM   #31 (permalink)
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've just noticed the huge contrast between that, and D&D. The differences between 4E and 1st Edition AD&D are so massive, it's like one game isn't even recognizable as a version of the other. Interesting. I wonder why that is?
Two words: grognard capture.

It's really interesting to take some RPGs and look at their editions, from 1st to their current ones. Most RPGs follow a similar track:

1. They were introduced with relatively digestible, 64 to 128 page or so rulebooks.

2. Each successive edition incorporates more and more rules found in expansions into the core.

3. Eventually, the game grows into a bloated mass that only the hardest of the hard core play.

In essence, the game began its life in a state that allowed it to capture a ton of fans. Yet, the presence of that body of fans encourages the publisher to move away from a model that let it capture them in the first place. Instead, it now focuses on pleasing the group it captured. In so doing, it erects barriers to gaining new gamers.

It's hard to avoid that trap. The people playing your game have already consumed that original, 64 page game. They don't want it again. They want that game and all the cool expansions you released. After all, that's what they're playing with now. They don't want to go back to the basics.

D&D managed to avoid this. 2e actually cut back on options and sought to simplify the rules. 3e rebuilt the core mechanic. 4e refined 3e, simplifying the core and creating a more manageable series of options.

Rather than expand the core of the game, D&D has focused on improving its core. Now, other games do that too, but in general their developers placed a significantly higher premium on compatibility. After all, that's what their current fans asked for.

OTOH, the folks behind each new edition of D&D have had faith in their ability to overcome the fears of incompatibility with a promise of superior mechanics. So far, that gamble has paid off.

I think that D&D leans too heavily on sale in bookstores, and sales to new gamers, to every give them short shrift compared to existing players. Ideally, you keep both groups happy, but you can't sacrifice the D&D crowd of 5 to 10 years from now to keep the hardcore, extreme edge of today's crowd happy.

My personal belief is that publishers radically overrate compatibility. I think that while there are lots of loud complaints about it, a sufficiently interesting and improved design not only helps bring in new players but also re-energizes your existing fan base.

Publishers make the mistake, IMO, of trying to sell only to the people who are buying the current edition of their game. There are also lapsed players, people who moved on to other games or who just grew bored with the old one. A fresh new take not only keeps your game accessible, it also pulls in players who left your game for one reason or another.

I also think that, in many ways, D&D's position as the market's behemoth makes it easier for gamers to accept changes to it. It's pretty easy to find rants about how terrible D&D is. Gamers who are plugged into the culture around the hobby, regardless of how they feel about the game, can rattle off a litany of typical complaints about it. D&D is big enough that everyone talks about it.

For smaller games, only the people who like it are really engaged by it. You don't see consistent criticisms. I think that's actually a significant drawback for them. It's nice to have fans who love your game, but the people who seethe and rant can be pretty useful when it comes time to figure out what you need to fix. If all you hear is praise, you're stuck with guessing.
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Old 6th December 2008, 09:58 AM   #32 (permalink)
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It's hard to avoid that trap. The people playing your game have already consumed that original, 64 page game. They don't want it again. They want that game and all the cool expansions you released. After all, that's what they're playing with now. They don't want to go back to the basics.

D&D managed to avoid this. 2e actually cut back on options and sought to simplify the rules. 3e rebuilt the core mechanic. 4e refined 3e, simplifying the core and creating a more manageable series of options.

Rather than expand the core of the game, D&D has focused on improving its core. Now, other games do that too, but in general their developers placed a significantly higher premium on compatibility. After all, that's what their current fans asked for.
I stopped reading here and have nothing to comment on the part prior to this.

To the first thing, you are right. They don't want those 64 pages again, because they already own them. How often do you buy a new Monopoly board? Only when it wears out. These things like the 64-pages are re-uasble.

It is something in the gaming industry called replayability. The best game makers understand this and have gone great strides to make sure their games have replayability and that people will keep focusing on the line/series/etc that goes with their product. This is why the Final Fantasy, WarCraft, Sims, Sim City, etc games have done so well. They found what people liked and stuck to it and made sure there was replayability.

This brings to your last thing in the quote. Well since you have a stable foundation for the game and it has replayability, then where do you get money? Do you keep screwing with the "core" and your games foundation so that you risk fans and consumers (Final Fantasy X-2), or do you keep with what works and just keep going forward with that even if it still contains those same 64-pages? Seems you can add to those 64-pages, but when you remove a majority of them, then your foundation has crumbled and things fall apart. You might get lucky once as make changes that alter things completely, but still garner more fans and consumers (WarCraft=>StarCraft, SimCity=>Sims).

So where does the company money come from if not making a new game? Expansion packs! Ruins of Kunark, Shadows or Luclin, whatever this weeks Oblivion upgrade or WoW, or Warhammer MMO upgrade is.

So don't expand the core, and dont go poking it with a jack-hammer either else you might find yourself losing footing and end up in a pile of rubble.

So make the expansion material that gives new life to those first 64-pages and people will keep playing them and buying them for as long as they are good. When the expansions sour, then you have a problem.

You also have to know when to stop, like before making the Star Wars prequels. Because no matter how much you want to add to try to make it better or refine some core, you will reach a saturation point where there is nothing left people will want.

This brings back to the middle section of the quoted portion. D&D did manage to avoid a fast death by being put through a slow painful one. AD&D 2nd edition removed no options, but left out all the rulings like some circuit court judge was lording over you ready to sentence you the second you are found guilty of screwing up. Yes it had those things in the way of rules lawyers. The became even more prevalent because 3rd edition set out to rebuild the core mechanic, and anyone could play without fear of negative numbers and THAC0. Not to mention there were so many rules and "options" that it required rules lawyers to play. I will also give you 4th refined 3rd in that now these rules lawyers that were born strongly from 3rd edition have become a neccisity for 4th as that is all there is and the imagination of the system is left for the combat simulation game that the core is. Which isn't that where Gary moved away from to begin with and one of the reasons AD&D 1st edition was created to get a bit more away from the miniature wargames that THE creators of D&D were a bit tired of? But it has been 30 years so it must be "retro" to go back to D&D being a miniature wargame. The only reason the options are more manageable in 4th is because of how few and boring they are because the become so repetitive you don't even have to think just do the same routine of powers/actions/etc per encounter.

As for what firesnakearies was saying, form what I can tell, is that the game has changed so much it just doesn't look like the same and why did it happen in a PnP game unlike the changes for say Final Fantasy where 8-bit graphics and 64k memory gave way to now 3rd gen consoles that have more power than mainframe computers at the time of the first of the series could handle or ever dream to become.

So in the interest of the topic of this thread....

The only things I really se for RPGs out there these days are rip-offs of D&D in some form using the OGL, or GSL. I haven't really seen a new game that would spark my interest that isn't somehow founded on the core of D&D and what WotC allows of its IP to use.

I say looking backwards with the retro and return to combat intensive gaming of 4th may be the right thing, but not the way 4th tries to do it.

Look at older games if they can be found and give them a try. I don't think there is much life left in wholly new game system as everything has been tried and probably failed due to the OGL and 3rd in the big D&D-reskinned bubble that popped. It will take someone fighting against, the companies with large marketing departments and little to no sense; to try something new and get it out there to the right people and start like D&D did.

Ignore the existing games.
Grow and publish small.
Let word of mouth handle the rest.

When that game comes along to knock D&D off its ivory tower, then I will be watching for it as well and after the dust settles from the RPG war in its death throes, I will be there waiting to pick up that new game if it comes out within my lifetime.

But like you firesnakearies, I am stuck with D&D for now, and no one wants to even go back to things like Rifts and I never even got a chance to try Shadowrun.

So I wish you luck on your search for that new game that sets the world on fire, and please inform me when you find it so I can look in its direction.
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Old 6th December 2008, 10:56 AM   #33 (permalink)
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For the first poster: Get HARP. It's and excellent, moderately complex (but less so than Rolemaster -- it;s kind of like RM without all of the things that make you want to punch somebody in the face when you try to make a character) FRPG. It's at HARP.

Yes, maintaining a profitable game line is a real pain. When I was consulting for a client a couple of years ago I explained it this way:

1) You need room to expand vertically (within the scope of long term play);

2) and you need room to expand horizontally (within any stage of play)

The classic vertical expansions in RPGs are D&D's box sets, each of which aded horizontal elements too, but in a way that was staged to allow gradual introduction (with some exceptions -- skills and weapon mastery). A more recent example is White Wolf's Scion, which was split into three hardbacks by "level:" specific stages of character power.

Horizontal expansion has been the hardback A/D&D tradition. You get new widgets for your character, new items, new things to fight. That kind of thing. But the books allow full advancement to the end of a single campaign, and lay out options at all stages.

In my opinion, staying horizontal has been a problem since 2e. All those campaign settings in 2e are examples of horizontal expansion. 3e didn't do much better, since it expected everybody else to support it for free by using a very stupid business model (at least in the long term) instead of capturing a niche with a d20 variant that would not support 3e much.

What people forget is that the red box they loved was a product meant for vertical expansion. That's why it was tiny. Mentzer D&D with every box is pretty much as complex as AD&D, but you didn't have to swallow it all in one bite.

I enjoy 4e -- play it once a week. But it should have been 96-104 pages, covered 5 levels and skipped half the rules -- and it shouldn't have been the "Basic Game" that feels like a ripoff once you buy the core books. It should have had pregens for every class and an adventure inside -- maybe a chunk of a ongoing campaign over several books. 4e suffers from being overly referential. To navigate my objectives and know what's going on at different career stages I find myself referring back to the boxed sets as a "map." This insight isn't available to newer gamers.
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Old 6th December 2008, 11:04 AM   #34 (permalink)
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Publishers make the mistake, IMO, of trying to sell only to the people who are buying the current edition of their game. There are also lapsed players, people who moved on to other games or who just grew bored with the old one. A fresh new take not only keeps your game accessible, it also pulls in players who left your game for one reason or another.


This was me, for sure. I've been playing D&D in its various forms since about 1985-1986 or so, and I've always been a big fan. But somewhere about three years ago, or so, I just plain got sick of it. 3.5 was gloriously wonderful when it came out, but after running a long-term, very high-level game, I just got so burnt out on it. The game's just silly at higher levels, and the amount of work I had to put in as a DM was completely absurd.

So I quit playing, and didn't so much as look at a D&D book for a few years. But then 4E came along, and just out of curiosity, I took a glance at it. And immediately I was like, "Whoa! This is really COOL!" And I've been pretty much wildly involved in it ever since. I'm definitely a convert. So the sweeping changes to the game absolutely brought me back in, where more subtle alterations would not have.

I think the 4E team has made a fantastic game. I don't hesitate at all to say that it's the best RPG I've played. But I still see all of these little areas, little holdovers and subjects of debate that don't make a lot of sense to me. I tend to think that a lot of that stuff is just left in the fridge from the last edition's party, and no one bothered to clear it out.


Mike Mearls is my game design hero, though.



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Old 6th December 2008, 11:12 AM   #35 (permalink)
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Are there any games as crunchy and rules-heavy as 3e? (That aren’t a direct derivative of it. And I’m not sure even many of its derivatives count.)
As was mentioned in the the OP, Rolemaster is generally given as the example of a game that has too much crunch. Each weapon had it's own damage/crit chart which took up an entire page, as did each crit chart, as well as the several critical fumble charts. I can't remember how spells worked, but I'm sure they also involved large charts. This is before you get to charts about "how likely is inn food to poison you", and other such details. It also had lots of situational modifiers.

GURPS certainly has the capacity to be crunchier, even if most people seem to only use the simple version(s) of the rules. HERO is crunchier.

EDIT: In regards to the OP. One game which hasn't been mentioned, but would fit your criteria AFAICT. Artesia: Adventures in the Known World would fit everything except possibly 8. The setting isn't too dissimilar to your normal Hyboeria/early Black Company deal, although it's definitely it's own thing, but the system doesn't seem "reminiscent" of what I know of the Earthdawn/Shadowrun systems.

Last edited by small pumpkin man; 6th December 2008 at 11:50 AM..
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Old 6th December 2008, 11:40 AM   #36 (permalink)
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What people forget is that the red box they loved was a product meant for vertical expansion. That's why it was tiny. Mentzer D&D with every box is pretty much as complex as AD&D, but you didn't have to swallow it all in one bite.
I think this is about the most profound and true thing I have ever read said about any edition D&D and AD&D.

I think that is the biggest thing that games should try to strive for.

Give you the whole game up front, and then just add stuff to it as you go. Not mountains of new rules, but the optional bits as it were. Give people time to swallow what they have before they choke on the overload of having too much to begin with.

:clap:

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Mike Mearls is my game design hero, though.
Well he did put the blood back in bloodied with alternate damage rules somewhere.

Last edited by justanobody; 6th December 2008 at 11:44 AM..
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Old 6th December 2008, 11:51 AM   #37 (permalink)
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I'm wondering if there are any good alternatives out there to D&D that I should be looking into.
I think Reign might be what you're looking for.

It's

1) Original

2) Crunchy

3) Has a very cool fantasy setting.

4) Gothic and baroque, not emo or funny.

6) Indie, but well produced.

7) New, because it uses the ORE system.
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Old 6th December 2008, 11:59 AM   #38 (permalink)
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A different business model.
And a near complete turnover in the people writing and developing it. It's no co-incidence that the games that change least are also the ones still owned by their original creators.
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Old 6th December 2008, 12:05 PM   #39 (permalink)
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Two words: grognard capture.
....
So you agree that the D20 OGL was a strategic mistake in the sense of being used by publishers to explode the hardcore and damage the hobby as ASL managed to do for SL?

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I think that D&D leans too heavily on sale in bookstores, and sales to new gamers, to every give them short shrift compared to existing players.
I am not sure I understand this. In a literal way.

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Old 6th December 2008, 12:38 PM   #40 (permalink)
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I also think that, in many ways, D&D's position as the market's behemoth makes it easier for gamers to accept changes to it. It's pretty easy to find rants about how terrible D&D is. Gamers who are plugged into the culture around the hobby, regardless of how they feel about the game, can rattle off a litany of typical complaints about it. D&D is big enough that everyone talks about it.

For smaller games, only the people who like it are really engaged by it. You don't see consistent criticisms. I think that's actually a significant drawback for them. It's nice to have fans who love your game, but the people who seethe and rant can be pretty useful when it comes time to figure out what you need to fix. If all you hear is praise, you're stuck with guessing.
This is just not true, sorry. Maybe you're not aware of all the criticisms, ranting and so on, that other games (even very small-time RPGs) receive, consistently. But it is *definitely* there. Always.

And these games do change (OK, many of them, to be precise). But only as much as they *need* to, in many cases. They're not compelled to sell x (x being a 'uge number, or so) copies of however many books, and so have no need to totally and fundamentally alter the game, so that it's another game entirely, just for the sake of meeting bigger business expactations (including those of all the shareholders, etc.)

They can just listen to players and other critics - and many, if not all, people involved in these games do listen -and change things accordingly. That's a kind of freedom WotC - possibly along with one or two others (?) - just doesn't have.
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