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General Tabletop Discussion
*TTRPGs General
What have been the big innovations in RPGs?
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<blockquote data-quote="TerraDave" data-source="post: 5053655" data-attributes="member: 22260"><p>"Technology" for rpgs is not like technology for say computers or vacum cleaners.... </p><p></p><p>Here are some "innovations", going all the way back, roughly as they were introduced...</p><p></p><p>-"high-level" options like planar adventures or (semi) deification</p><p>-non fantasy options, either in a fantasy game (psionics, ray guns) or in other games</p><p>-prepackaged adventures and campaign settings</p><p>-non-level non-class based charecter building</p><p>-"realistic" sub systems for combat and just about everything else</p><p>-unconventional (non-tolkien, non-pulp fantasy/sci fi, non-star treck, non-commic book) player options</p><p>-dicepools</p><p>-no dice</p><p>-one (type of) die</p><p>-"story" based games were the GM really drives the narrative</p><p>-indi type games where player can control setting and other "gm power"</p><p></p><p>The above has certainly broadened the types of games out and the sorts of people playing them. </p><p></p><p>But of course there are plenty of tables, including those with newish rules, that use none or hardly any of the above!</p><p></p><p>I think "innovation" that has taken hold for people who, say, post on ENWorld has been more evolutionary then revolutionary (though it may have not seemed like it at the time) and can be summed up as:</p><p></p><p>-better presentation and usability. </p><p>-better balance of playability and player and GM options. </p><p></p><p>The first could include things like full color art and searchable pdfs and databases. The second universal resolution mechanics and workable skill systems. </p><p></p><p>But of course there are grognards that reject those as well!</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5053655, member: 22260"] "Technology" for rpgs is not like technology for say computers or vacum cleaners.... Here are some "innovations", going all the way back, roughly as they were introduced... -"high-level" options like planar adventures or (semi) deification -non fantasy options, either in a fantasy game (psionics, ray guns) or in other games -prepackaged adventures and campaign settings -non-level non-class based charecter building -"realistic" sub systems for combat and just about everything else -unconventional (non-tolkien, non-pulp fantasy/sci fi, non-star treck, non-commic book) player options -dicepools -no dice -one (type of) die -"story" based games were the GM really drives the narrative -indi type games where player can control setting and other "gm power" The above has certainly broadened the types of games out and the sorts of people playing them. But of course there are plenty of tables, including those with newish rules, that use none or hardly any of the above! I think "innovation" that has taken hold for people who, say, post on ENWorld has been more evolutionary then revolutionary (though it may have not seemed like it at the time) and can be summed up as: -better presentation and usability. -better balance of playability and player and GM options. The first could include things like full color art and searchable pdfs and databases. The second universal resolution mechanics and workable skill systems. But of course there are grognards that reject those as well! [/QUOTE]
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