Celebrim
Legend
Birthright was in some respects the best setting D&D has ever had. In a more important aspect, it is a miserable failure and that underlying flaw is the reason it didn't take off.
Over the years, I think I've gotten pretty good at recognizing the difference between a well-written and interesting game book and a well-written and interesting game. Not everything that is well done is in practice gamable.
Birthright presents a really cool setting with an interesting twist. The problem with Birthright is that it doesn't present a clear picture of how to turn its mechanics and setting into a social, interactive, gaming session.
Compare this with vanilla D&D which presents a very clear picture of what a gaming session is like - you journey into an unexplored place where you work together to overcome monsters and traps in order to obtain treasure - but very little clear picture of the larger structure of the setting and society. People have over the years continually pointed to the latter as a terrible flaw, but they've failed I think to appreciate just how important what D&D does well actually is.
I think Birthright failed to gain acceptance because its not very clear what you do with it. I think in practice what you do with it might seem something like what we actually did with 1e D&D after obtaining 'name level', but they idea of everyone being a lord from the start seemed to preclude the simple, understandable, gamable and widely appealing model of D&D.
Over the years, I think I've gotten pretty good at recognizing the difference between a well-written and interesting game book and a well-written and interesting game. Not everything that is well done is in practice gamable.
Birthright presents a really cool setting with an interesting twist. The problem with Birthright is that it doesn't present a clear picture of how to turn its mechanics and setting into a social, interactive, gaming session.
Compare this with vanilla D&D which presents a very clear picture of what a gaming session is like - you journey into an unexplored place where you work together to overcome monsters and traps in order to obtain treasure - but very little clear picture of the larger structure of the setting and society. People have over the years continually pointed to the latter as a terrible flaw, but they've failed I think to appreciate just how important what D&D does well actually is.
I think Birthright failed to gain acceptance because its not very clear what you do with it. I think in practice what you do with it might seem something like what we actually did with 1e D&D after obtaining 'name level', but they idea of everyone being a lord from the start seemed to preclude the simple, understandable, gamable and widely appealing model of D&D.