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General Tabletop Discussion
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What have been the big innovations in RPGs?
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<blockquote data-quote="howandwhy99" data-source="post: 5053891" data-attributes="member: 3192"><p>1. The actual invention of roleplaying games from wargames back in the day setting two sister hobbies on different courses. </p><p></p><p>2. The recognition of every mechanic from a character perspective is a skill and skill-based systems proliferating. (first big theory argument in the hobby with TFT/GURPS)</p><p></p><p>3. LARPing to dress up and act as characters everywhere, from parks, to rented halls, to on the street.</p><p></p><p>4. Revelation in the early to mid '80's that, if a game has no mechanics for an action, then the action doesn't matter. Mostly forgotten now, but this change lead to greater complexity in combat and other system design. It is also the likely cause of rules coming out from behind screens for all players to know.</p><p></p><p>5. The use of multi-genre and "universal" game system design to play all kinds of games. For example, Torg mashed worlds together, while GURPS and other games catered to all kinds of genres under one system.</p><p></p><p>6. Mechanical randomizing advancements of all sorts through the years, including: dice pools (WW) and cards (DL5ed).</p><p></p><p>7. Distance-spanning RPGs, starting with Play-By-Mail in the 80s and proliferating to email, messageboards, texting, tweeting, VOIP, videoconferencing, and more.</p><p></p><p>8. RPGs being confused with simulation games and put on computers. Easily the revolution in gaming with the most impact around the world.</p><p></p><p>9. Roleplaying redefined as <em>EDIT:</em> character portrayal and then storytelling (WoD). Hand in hand with this came the designing of character archetypes to match modern day cultural and countercultural communities/lifestyles. (perhaps the biggest theory argument in history, driving the hobby in two during the early to late '90s)</p><p></p><p>9. Rise of the Forge and "modern" roleplaying game design theory. (essentially one side of the huge '90's debate declaring victory and claiming the other side deluded with dysfunctional games and abashed designers) This change includes recognizing of games as fiction and all game playing as storytelling. It is also a denial of almost every pre-Forge RPG as qualifying as either roleplaying or games. </p><p></p><p>10. The advancement to the current climate in attitudes towards inclusiveness and "fun". Most theory is still close-minded, but all activities claiming to be roleplaying are now included, even computer simulation games titled RPGs.</p><p></p><p>There are plenty more I'm forgetting and probably do not even know about. But those are the big ones I recall.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5053891, member: 3192"] 1. The actual invention of roleplaying games from wargames back in the day setting two sister hobbies on different courses. 2. The recognition of every mechanic from a character perspective is a skill and skill-based systems proliferating. (first big theory argument in the hobby with TFT/GURPS) 3. LARPing to dress up and act as characters everywhere, from parks, to rented halls, to on the street. 4. Revelation in the early to mid '80's that, if a game has no mechanics for an action, then the action doesn't matter. Mostly forgotten now, but this change lead to greater complexity in combat and other system design. It is also the likely cause of rules coming out from behind screens for all players to know. 5. The use of multi-genre and "universal" game system design to play all kinds of games. For example, Torg mashed worlds together, while GURPS and other games catered to all kinds of genres under one system. 6. Mechanical randomizing advancements of all sorts through the years, including: dice pools (WW) and cards (DL5ed). 7. Distance-spanning RPGs, starting with Play-By-Mail in the 80s and proliferating to email, messageboards, texting, tweeting, VOIP, videoconferencing, and more. 8. RPGs being confused with simulation games and put on computers. Easily the revolution in gaming with the most impact around the world. 9. Roleplaying redefined as [I]EDIT:[/I] character portrayal and then storytelling (WoD). Hand in hand with this came the designing of character archetypes to match modern day cultural and countercultural communities/lifestyles. (perhaps the biggest theory argument in history, driving the hobby in two during the early to late '90s) 9. Rise of the Forge and "modern" roleplaying game design theory. (essentially one side of the huge '90's debate declaring victory and claiming the other side deluded with dysfunctional games and abashed designers) This change includes recognizing of games as fiction and all game playing as storytelling. It is also a denial of almost every pre-Forge RPG as qualifying as either roleplaying or games. 10. The advancement to the current climate in attitudes towards inclusiveness and "fun". Most theory is still close-minded, but all activities claiming to be roleplaying are now included, even computer simulation games titled RPGs. There are plenty more I'm forgetting and probably do not even know about. But those are the big ones I recall. [/QUOTE]
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