Those did cause me some thinking. As did Whispering Vault. Nexus. Dream Park. 4C.I think we all know it is Og and Land of Og
Those did cause me some thinking. As did Whispering Vault. Nexus. Dream Park. 4C.I think we all know it is Og and Land of Og
Looking into it, I don't think it's accurate to say "about as much". Definitely Odd-likes exist and are cool and there are a number of them (Electric Bastionland, Cairn and Mausritter probably being the "big names"), but the total numbers appear to be pretty small next to PtbA or FitD, even if you're looking at hacks rather than published works...
...Of course maybe ask again in 5 years or w/e! Things might look different.
Man that was such a cool game, and kind of before its time rules-wise (very 1990s subject matter of course).Whispering Vault
There have been a few that approached D&D but certainly never became as successful. Vampire the Masquerade in the 1990s was never a household name, but it did become famous/infamous enough it appeared in an episode of Real Stories of the Highway Patrol (A COPS knockoff), the hit television series Kindred: The Embraced, and I'm pretty sure it made the rounds in various religious tracts about the dangers of RPGs. Pathfinder was successful enough to make WotC blink at least.There have been thousands of other games in the genre, many of the best cited in this thread, yet none have approached D&D. Even collectively, I doubt they approach it. It’s really singular.
Yeah, it's kinda weird. Talk about the power of branding, I guess? I don't get it.There have been a few that approached D&D but certainly never became as successful. Vampire the Masquerade in the 1990s was never a household name, but it did become famous/infamous enough it appeared in an episode of Real Stories of the Highway Patrol (A COPS knockoff), the hit television series Kindred: The Embraced, and I'm pretty sure it made the rounds in various religious tracts about the dangers of RPGs. Pathfinder was successful enough to make WotC blink at least.
I'd have to argue that Call of Cthulhu and Vampire likely had the most impact on the wider culture outside of D&D, but even then it's not even close. In reality, I'm just being a bit pedantic here in trying to nitpick your statement when in my heart I know you're right. It's pretty much always D&D first and everything else a distant second.
FUDGE: Horvath is way overplaying its direct influence; it's biggest influence is on Fate - and Fate is where the major market influence happens. It combined many of the concepts from FUDGE, and added aspects from some other game's open source, and brought that combo forward to much more influence than either of its parent games had. It was more important for being one of the first games released as an ebook (even if it was in LaTex and .ps formats.)
- FUDGE, In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "Most people didn't see it at the time, but FUDGE marks a fundamental change in RPGs. Simultaneously a system of rules and a treatise on game design theory, it questions many of the methods and mechanics that are taken for granted about roleplaying and reshapes those assumptions, paving the way for other games to continue pushing into new forms in the coming decades.
FUDGE was also free. While that should have made it the seed that birthed the idea of OGL, I'm not sure if the OGL / WotC folks even knew FUDGE existed.
- FUDGE, In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "Most people didn't see it at the time, but FUDGE marks a fundamental change in RPGs. Simultaneously a system of rules and a treatise on game design theory, it questions many of the methods and mechanics that are taken for granted about roleplaying and reshapes those assumptions, paving the way for other games to continue pushing into new forms in the coming decades.

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