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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="Philotomy Jurament" data-source="post: 5055573" data-attributes="member: 20854"><p>Hmm. Innovation really just means something new, without necessarily meaning an improvement. So you could break this down all sorts of ways: major rules innovations (e.g. from class/level to skill), approach innovations (e.g. game-oriented to story-oriented), social innovations (e.g. the Internet), publishing and distribution innovations (e.g. the Internet, the OGL, word processor and DTP software, PDF, POD, etc.), and probably more.</p><p></p><p>For me, rules innovations (universal mechanics, skill systems, etc.) and accidentals like the kind of minis are the least important and interesting. I think the big innovations are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>The Internet</strong> - which affects all sorts of things: forming communities, Q&A, reviews, shopping (including out-of-print markets), publishing, distribution, viability of smaller markets and interest groups, online play, et cetera.</li> <li data-xf-list-type="ul"><strong>The OGL</strong> - Its impact can hardly be overstated, regardless of whether it is legally necessary (which is a muddier legal question than some might think, IMO). In any case, the OGL removes uncertainty, and if its widespread adoption is any indication, the restrictions it imposes seem to be relatively unobjectionable.</li> <li data-xf-list-type="ul"><strong>Self-Publishing Technology</strong> - making it possible for more people than ever before to put out good quality books and PDFs</li> </ul></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5055573, member: 20854"] Hmm. Innovation really just means something new, without necessarily meaning an improvement. So you could break this down all sorts of ways: major rules innovations (e.g. from class/level to skill), approach innovations (e.g. game-oriented to story-oriented), social innovations (e.g. the Internet), publishing and distribution innovations (e.g. the Internet, the OGL, word processor and DTP software, PDF, POD, etc.), and probably more. For me, rules innovations (universal mechanics, skill systems, etc.) and accidentals like the kind of minis are the least important and interesting. I think the big innovations are: [list] [*][b]The Internet[/b] - which affects all sorts of things: forming communities, Q&A, reviews, shopping (including out-of-print markets), publishing, distribution, viability of smaller markets and interest groups, online play, et cetera. [*][b]The OGL[/b] - Its impact can hardly be overstated, regardless of whether it is legally necessary (which is a muddier legal question than some might think, IMO). In any case, the OGL removes uncertainty, and if its widespread adoption is any indication, the restrictions it imposes seem to be relatively unobjectionable. [*][b]Self-Publishing Technology[/b] - making it possible for more people than ever before to put out good quality books and PDFs [/list] [/QUOTE]
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