Colossal Cave Adventure was perfect. It all went downhill from there.Anything more complicated than Zork is a waste of time.
Colossal Cave Adventure was perfect. It all went downhill from there.Anything more complicated than Zork is a waste of time.
Your "masks of gods" is pretty much what I have underneath it all, but the setting inhabitants* don't have a clue about it and thus at that level each culture etc. has its own bespoke pantheon.See, that's logical in the real world, where the gods are... not actually active and don't grant spells. But in a fantasy world, where the gods are active, I don't think it's actually realistic. Why would you have so many gods who just stick in their own little part of the world and never try to expand? Why have so many gods who are in charge of the same thing?
What might be more realistic is a "masks of god" thing: one set of gods, each of which is worshiped under different names in different areas.
Colossal Cave (or Advent) rocked, but I'm fine with a bit of development beyond that.Colossal Cave Adventure was perfect. It all went downhill from there.
For me, it's Jupiter Hell. I don't know many hours I have on it officially, but they don't count the hours I've spent on beta testing or on my GOG copy. I've purchased 12 copies of the game and I'm still very happy with every penny.The best value in my Steam library by far is Stardew Valley. I bought it for $12 a few years ago, and I've played it for 2,210 hours (and counting), so it breaks down to about half a penny per hour.
I'll quibble on the numbering, and the count, but not the core idea. I don't feel BECMI to Cyclo/Wrath is really a significant change in mechanics, merely in presentation.
Having recently started a new 5E campaign, I was reminded how empowering it is to get out the machete and start cutting away anything that doesn't fit into a campaign. Yeah, you could have everything in the books in a setting (I run a Ptolus campaign that does, for instance), but much of the time, campaigns are improved by having focus.As hard as I’ve bounced off 5e the last 2 years, I am not 100% certain that the main reason for some people’s problems with it aren’t due to trying to include every optional rule, which are not clearly delineated as optional, such as backgrounds, feats, and skills. Remove those, and the game becomes more deadly.
I put myself in the category of those who want to include them. Too distracted by the shiny at times to really make the hard decisions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.