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Tuesday, 12th January, 2010, 04:05 AM #41
Orcus on an Off-Day (Lvl 22)
One innovation that I've seen is the idea of meta-game editorial control being used as a balancing mechanic. Instead of GM's fudging things to make the game more interesting, now players have codified mechanics which allow them to directly exert editorial control over events in the game.
Whether its something as simple as floating die roll bonuses to something like the FATE system, or even further into heavy story based games, this is one change that has spread to a lot of RPG's.The rules don't give the DM their authority. The consent of the players does. - Mallus
RPG's are filled with Potential Stories in the Making (PSitM).
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Tuesday, 12th January, 2010, 04:09 AM #42
I think the next major innovation in RPGs lies with what happens after Fantasy Grounds/Game Table Online. While the other internet-based innovations will aid what happens along the road ahead, the ability to game online with your friends is the essential element required to revolutionalize (and once again grow) the hobby. Everything else is too early for its time.
We've been making baby steps for many years down this front, but no one has done it. MMORPGs succeed at bringing large amounts of gamers to the same game, but fail at the personalization required for a D&D game. Until software companies (or WotC) is ready to allow full customization, I see our industry stalled here waiting the next step.
To just add to the list above (and try and bring this back on track before I hijack Scott's post), I'd add CCGs to the list above. The explosion of great CCGs infused the hobby with some sorely needed design finesse (math matters, but as invisible as possible to customers). Gone are the days of design whatever you want and let the DM fix it.
Tuesday, 12th January, 2010, 04:44 AM #43
Cutpurse (Lvl 5)
Of course, I think most here would agree with most revolutionary thing in our hobby was D&D. Before that there weren't really any codified RPGs. We had cops & robbers, but no real rules.
What I think would be interesting to explore would be the very innovative things that didn't catch on. For example, the Sandman RPG that was a series of adventures where you didn't know who the player was and were supposed to figure it out through the adventures (and there was supposed to be a prize for the first person to figure it out).
David A. Blizzard
"The only constant I am sure of is this accelerating rate of change" - Downside Up by Peter Gabriel
Tuesday, 12th January, 2010, 04:58 AM #44
Spellbinder (Lvl 16)
A few things that come to mind that have not been mentioned yet.
Effects based games. Games like HERO where you build your power based on the game mechanics and the fluff is largely there for special effects and looks. So one mans flying hyperspeed is based on a jet pack and the others on wings given by the gods.
In some ways effects based games were the beginning of narrative control by players.
Exception based games. The only rpg where this is explicit, that I know of, off the top of me head, is D&D 4e. Specific rules break general rules.
I think also that group/party dynamics like the interconnect rule in Mongoose Traveller are a bit of a revolution or revelation.
Finally, I think a new one are the imposed conditions games, exactly like 4e. In fact with a bit of care, imposed conditions could be used to eliminate hit points and better, more easily, simulate combat, cinematically and otherwise.
Tuesday, 12th January, 2010, 10:03 AM #45
Lama (Lvl 13)
Tuesday, 12th January, 2010, 10:16 AM #46
Magsman (Lvl 14)
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ø Ignore Mustrum_Ridcully
Speaking of Warhammer 3E earlier, here is another thing:
- Integrating physical components and game rules.
Torg is the first game I personally knew that did something like that - the Torg Drama Deck is unique to the game and required for it. You can't really play the game without it.
Warhammer 3E is the second game that does this. It has custom dice, cards and different types of tokens. Though Warhammer at least could be theoretically played without all this (using your own dice and tables, writing the content of cards on your character sheet, keeping track of the tokens the "traditional" way with pen & paper), the game is sold with them as integral part of the game. And I doubt anyone will play it without the game pieces.
Mustrum "Gummibärchen helfen auch" Ridcully
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Tuesday, 12th January, 2010, 10:37 AM #47
Thaumaturgist (Lvl 9)
Tuesday, 12th January, 2010, 10:48 AM #48
Defender (Lvl 8)
The Big Model - Wikipedia, the free encyclopedia has a lot of links though some don't work.
Thsi google search returns the blog entries titled "Introduction to Forge Theory" by Ben Lehman. As he notes in the first installment the History resides in the Forge forums.
Of course there are also many articles in the Forge: The Forge :: About the Forge
Tuesday, 12th January, 2010, 11:09 AM #49
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).
Wondering what the Dungeon Tiles are like? Take a look here.
Tuesday, 12th January, 2010, 01:22 PM #50
Waghalter (Lvl 7)