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Monday, 11th January, 2010, 08:25 PM #31
Guide (Lvl 11)
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
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Monday, 11th January, 2010, 08:36 PM #32
Monday, 11th January, 2010, 09:58 PM #33
Myrmidon (Lvl 10)
Advanced Dungeons & Dragons - first RPG published in hardcover
Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Monday, 11th January, 2010, 10:01 PM #34
Guide (Lvl 11)
The Shotclock is the target silhouette thingy & system that determines if/where you hit someone, right? Millenium's End (from Charles Ryan's Chameleon Eclectic) had a similar system in the mid-'90s. I seem to recall reading that there was a system in the '80s with a similar schtick, but I don't remember what it was.
Edit: make that "early '90s" for Millenium's End; the second edition was apparently published in '93.
- Bob Huss
[H]e's dead and poisoned and possibly insane on another plane. It's a very stylish death, but a definitive one. - Piratecat
Monday, 11th January, 2010, 10:02 PM #35
Thaumaturgist (Lvl 9)
RPGs going multimedia.
Dragonlance pioneered the way for RPG fiction, which is now fairly common. Then we've had video games, calendars, web content, etc. etc.
I'm going to also say story, as D&D has developed from dungeon crawls to a form of storytelling and adventure.
Monday, 11th January, 2010, 10:44 PM #36
Thaumaturgist (Lvl 9)
My Blog: Stepping out of the Books
Tuesday, 12th January, 2010, 02:01 AM #37
Minor Trickster (Lvl 4)
GURPS as I remember things.)
Tuesday, 12th January, 2010, 02:21 AM #38
Scout (Lvl 6)
I think those were all great and important. The number one innovation is, in my opinion, the original one: the innovation where strategy wargames became roleplaying games. Instead of controlling Napoleonic armies, you were playing a unique character in a fantasy world, where immersion, social interaction, story, and continuity became an integral part of the game. Later innovations were able to make gaming more accessible, reduce the difficulty of book keeping, create communities, bridge the gaps of distance, and lower the bar for entry into the business for would-be publishers, and these are important things, but no innovation has eclipsed the vision of Gygax and Arneson.
Darrin Drader - Writer/RPG Game Designer - www.amazon.com/author/darrindrader
Tuesday, 12th January, 2010, 03:13 AM #39
Waghalter (Lvl 7)
Tuesday, 12th January, 2010, 03:49 AM #40
Cutpurse (Lvl 5)
David A. Blizzard
"The only constant I am sure of is this accelerating rate of change" - Downside Up by Peter Gabriel
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