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The Historical Importance of Ron Edwards' Sorcerer [+]
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<blockquote data-quote="Campbell" data-source="post: 8948687" data-attributes="member: 16586"><p>I think games can be important from a historical standpoint even if they were not the most widely played. For instance the Second Edition of Vampire the Requiem and especially Fifth Edition of Vampire The Masquerade present approaches to Humanity that are much closer to how Sorcerer portrays it. as something more defined by the play group and actively incentivize skirting those lines. The vastly different approach that Vampire the Requiem Second Edition takes to frenzy is very inspired by how demons were handled in Sorcerer. While they are still phenomenally different sorts of games Sorcerer's critique of Vampire ended up making it [Vampire] a better game overall.</p><p></p><p>We can also see how a small game can help to popularize something like emotional safety techniques to the point where those techniques are referenced in the second most popular roleplaying game in the world [Pathfinder Second Edition].</p><p></p><p>In any medium there will be examples of the craft that were not in of themselves massively popular, but were influential to the designers of other games. You can see that in the blog I linked up thread by the lead designer of Earthdawn who is a big fan of indie games. I have heard similar statements from Onyx Path designers who worked on Chronicles of Darkness games.</p><p></p><p>Even popular games like Vampire The Masquerade can have an outsize impact on the hobby beyond those who played them. Games like Vampire, Champions, Legend of the Five Rings et al. helped to popularize stronger connections to the game's setting than had been the norm previously. We see that reflected in more recent takes on game like D&D and Pathfinder.</p><p></p><p>Other examples of games that had a much larger impact than the people that played them include games like Ars Magica, Over The Edge and Pendragon.</p><p></p><p>I'll probably cover Vampire in a similar thread soon.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8948687, member: 16586"] I think games can be important from a historical standpoint even if they were not the most widely played. For instance the Second Edition of Vampire the Requiem and especially Fifth Edition of Vampire The Masquerade present approaches to Humanity that are much closer to how Sorcerer portrays it. as something more defined by the play group and actively incentivize skirting those lines. The vastly different approach that Vampire the Requiem Second Edition takes to frenzy is very inspired by how demons were handled in Sorcerer. While they are still phenomenally different sorts of games Sorcerer's critique of Vampire ended up making it [Vampire] a better game overall. We can also see how a small game can help to popularize something like emotional safety techniques to the point where those techniques are referenced in the second most popular roleplaying game in the world [Pathfinder Second Edition]. In any medium there will be examples of the craft that were not in of themselves massively popular, but were influential to the designers of other games. You can see that in the blog I linked up thread by the lead designer of Earthdawn who is a big fan of indie games. I have heard similar statements from Onyx Path designers who worked on Chronicles of Darkness games. Even popular games like Vampire The Masquerade can have an outsize impact on the hobby beyond those who played them. Games like Vampire, Champions, Legend of the Five Rings et al. helped to popularize stronger connections to the game's setting than had been the norm previously. We see that reflected in more recent takes on game like D&D and Pathfinder. Other examples of games that had a much larger impact than the people that played them include games like Ars Magica, Over The Edge and Pendragon. I'll probably cover Vampire in a similar thread soon. [/QUOTE]
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