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What have been the big innovations in RPGs?
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<blockquote data-quote="Raven Crowking" data-source="post: 5055885" data-attributes="member: 18280"><p>There's a guitar player in <em>Danger in Dunwater</em>? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":confused:" title="Confused :confused:" loading="lazy" data-shortname=":confused:" /></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>This is a very interesting thread. I note that there is some conflation between innovation in RPGs, and innovations in marketing and distribution, though. </p><p></p><p>So far, my RPG innovations would include:</p><p></p><p>* The orignal game</p><p>* The advent of non-fantasy gaming (Boot Hill, Traveller)</p><p>* The advent of non-class-based gaming</p><p>* The advent of "build" based gaming (GURPS, HERO-System)</p><p>* The development of a skills system that actually works (I don't know of any pre-3e that actually did what they were meant to do)</p><p>* The combat system that made MichaelSomething write "The combat system deserves special mention for being a fairly unique system. For one, all characters can naturally use different attack styles, focusing on hitting, damage, defense, etc. depending on the weapon. This reduces the need for feats, which don’t exist in this game (by the way). Initiative is rolled every round to determine how many actions a character has (higher int = more actions). Creative use of skills in combat (or stunting) is strongly encouraged. I’m not gonna explain every detail of the combat system. It’s fairly unique but not too hard to learn if your willing to read through it." (<a href="http://www.enworld.org/forum/blogs/michaelsomething/2049-blog-post-58-i-really-am-crazy.html" target="_blank">http://www.enworld.org/forum/blogs/michaelsomething/2049-blog-post-58-i-really-am-crazy.html</a>) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I would say, in terms of marketing,</p><p></p><p>* Definitely the OGL</p><p>* Definitely PDF printing and POD services (more a general innovation than an rpg-specific innovation).</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5055885, member: 18280"] There's a guitar player in [I]Danger in Dunwater[/I]? :confused: :lol: This is a very interesting thread. I note that there is some conflation between innovation in RPGs, and innovations in marketing and distribution, though. So far, my RPG innovations would include: * The orignal game * The advent of non-fantasy gaming (Boot Hill, Traveller) * The advent of non-class-based gaming * The advent of "build" based gaming (GURPS, HERO-System) * The development of a skills system that actually works (I don't know of any pre-3e that actually did what they were meant to do) * The combat system that made MichaelSomething write "The combat system deserves special mention for being a fairly unique system. For one, all characters can naturally use different attack styles, focusing on hitting, damage, defense, etc. depending on the weapon. This reduces the need for feats, which don’t exist in this game (by the way). Initiative is rolled every round to determine how many actions a character has (higher int = more actions). Creative use of skills in combat (or stunting) is strongly encouraged. I’m not gonna explain every detail of the combat system. It’s fairly unique but not too hard to learn if your willing to read through it." ([url]http://www.enworld.org/forum/blogs/michaelsomething/2049-blog-post-58-i-really-am-crazy.html[/url]) ;) I would say, in terms of marketing, * Definitely the OGL * Definitely PDF printing and POD services (more a general innovation than an rpg-specific innovation). RC [/QUOTE]
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