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Nentir Vale was the best setting created in D&D's history, and perfectly illustrated how one can have a complete campaign in a small region that seems unimportant. (I figure that this is unpopular given how very rarely I see anyone truly discuss it, the one DCC thread that's currently active aside.)
 

I’m 57 and committed some of this myself and saw more of it from others in my mid-teens, 1977-1980 or so. (@Whizbang Dustyboots take note, this was long before LiveJournal and even word processing for most of us. We typed.)


And some of their best work is underrated, and other pieces misrated. A multi-decade career when one has both a lot of talent and a lot of self-indulgence is like that, as witness Morrison’s nemesis Alan Moore, or Americans like Chris Claremont and Frank Miller. It apparently takes women like Wendy Pini and Colleen Doran for more consistency. :)

1. Good to know! I was sure that it existed beforehand, as I saw articles and warnings about such behavior in official sources when I started. I just never encountered it in my age group.

2. I knew this one would be unpopular. I like a lot of Morrison's stuff: There's always a really compelling start, and his ninja Man Bats issue of Batman (his first? second issue?) was brilliant in the setup of using the pop art to pay homage to the television series. The conclusion, though, of Morrison's work always leaves me cold. Much prefer the non-mainstream work.
 


Even if one were to dislike the classic White Wolf stuff (personally I loved it), it had a huge influence both on people who liked what it did and also people who wanted what they thought it should do (but didn't).

White wolf begat Sorcerer which begat the Forge which begat PbtA and a hundred other cool things.
 



I don't know what you wrote in paricular, but a lot of the White Wolf stuff still holds up today. Some of it seems dated today, but especially if you were writing in the 90s, it was genuinely new and different representing a breath of fresh air. The basic premise is still good.

The writing for WW was almost uniformly tremendous. It was IMO the core mechanics of the game that let the writer's down. I learned a lot from WW, but one of the things that it taught me was that the writer's intention for the game had to be matched by the mechanics because the rules were physics and determined how the game would actually play out and not how you wanted it to play out. You feel that tension in Forge, where I think everyone had come from being excited by the game's writing to disappointed by the games play because they wanted what was in the books and were struggling to create it with the system. Hence the focus on "system matters".

And yeah, the VtM was an absolute revolution when it came out. And the person who said that it for the first time brought a lot of women into the game are absolutely right to point that out.

So I think even in its failures it had a lot of success.
 


I liked white wolf played some mage. It was a well written system but it was also written in such a way that nothing the players ever did could possibly do anything but tinker at the edges of that dark reality. That I think was the reason it didn't last. The rules, the writing the play were all amazing far better than anything WOTC has ever put out.
 

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