I think, technically, the earliest printing of 0D&D was published by "Guidon Games?"
"Rulings not Rules" is just a catchy way of saying "these rules are bad, do whatever you want, it'll probably be better, and is unlikely to be worse"
There's also a lingering bit of ROLL v ROLE in there, too. Like functional systems are somehow innately antithetical to RP.
There are. And they don't always game exclusively with eachother....Naw, that's being reductive. There are people who genuinely do not want hardcoded rules for a lot of things. It wouldn't matter how good they were.
There may be a certain amount of chicken-and-egg going on. D&D was a decidedly incomplete game, and has never been a well-balanced one able to handle everything, but it's also always been the point of entry for and exemplar of the hobby. It's easy to get the impression that handling things without mechanics is a great idea, when the mechanics you're using haven't much improved in the last 50 years....I don't think its quite that; its more that some people are progressively more hostile to having some things handled directly with mechanics and process rather than heavy player-level decision making. "The answer is not on your sheet" and all that.
(Me, I've expressed the opinion that many parts of most games could use more mechanical decision making, of the sort no one blinks about in a combat system (i.e. engagement that is resolved with mechanics but where there's piecemeal input in it) but that takes up more space, and ends up slopping into areas of intellectual (or worse, social) engagement that a lot of people are really hostile too, so...)
I've honestly tried to figure out what all those Forge words mean, but I'm at a seeming loss no matter what. I can explain to you the historiography of Scottish witchcraft, lynching in the United States, and prohibition, but if you ask me to describe simulationist games my eyes will roll into the back of my head, I'll collapse, and shake uncontrollably as my mouth foams up.Personally, I find the whole rules light thing to be a pretty thin veneer of edition warring rhetoric. Much like the whole DnD is simulationist.
There are. And they don't always game exclusively with eachother....
There may be a certain amount of chicken-and-egg going on. D&D was a decidedly incomplete game, and has never been a well-balanced one able to handle everything, but it's also always been the point of entry for and exemplar of the hobby. It's easy to get the impression that handling things without mechanics is a great idea, when the mechanics you're using haven't much improved in the last 50 years....
I didn't play 4e, but I've read the rules, and its awful.I wouldn't say that. Ive noticed that there's a growing appetite for more indepth systems lately; the appeal of rules light/storygaming is burning out, if slowly.
4e and its derivatives could very well come into their own if that trend continues.
3E was not TSR.That's what I said.
And yet 13th Age is there, doing just fine. One can make a perfectly fine fantasy game that runs similarly to 4E, just using the OGL.The OGL stands for 3.0, 3.5, 5e.2014, and less directly, numerous OSR games. The GSL stands squarely in the way of 4e.
You really undercut yourself with this. It is fine to not like a style of gameplay, but to insist that said gameplay must be bad, rather than just not being for you, is kind of a stretch."Rulings not Rules" is just a catchy way of saying "these rules are bad, do whatever you want, it'll probably be better, and is unlikely to be worse"
I've been gaming since 1979, and 5e is one of the most rules-bloated systems I've seen. And I played Phoenix Command and Rolemaster for years.5e is rules light. It just has a lot of stupidly designed content, including subsystems masquerading as "rules" when they're not.