Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8270606" data-attributes="member: 82106"><p>And I think that is pretty much the beginning and end of this topic right there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>D&D does some things well, and it does other things less well, or simply doesn't offer any capability to do them at all. This is not simply a question of things like "we have no rules for simulating a character hacking a computer." THAT would be perfectly simple to add, and games like MA/GW, 4e GW, d20 Modern, etc. have all done so with ease. Instead the challenge here is more with <em>process of play</em>. D&D allocates roles at the table to different participants, and provides associated process for them to use. This is structured to provide a certain type of game, and not other types of game. These sorts of game design elements also permeate other aspects of game design. While you can certainly graft different things together, a design where specific processes are envisaged from the start will play better in many cases.</p><p></p><p>Beyond that, the concept of a power curve, PCs which level up from relatively weak to incredibly powerful really works well for the type of game it is. It won't necessarily work well with other types of game. For example most supers games don't really include a progression of character power, or at least not much of one. Likewise with most games which are set in more 'real world' types of settings, James Bond doesn't have 100 hit points, so to speak, or at least that mechanic doesn't capture the genre very well.</p><p></p><p>Obviously you COULD make games that use some elements of the d20/D&D rules to an extent to make other games. d20 in the 3e era was an attempt to do that. I'd note that most of the games which were written/ported to that core set of rules ended up not going far. A bunch of shops/designers dropped a d20 variation of their games, but in almost every case they went back to other mechanics. Maybe some of that was business decisions, but I think most of it reflects an inability to really get a generic set of rules like that to produce the desired game experience. Other 'general systems', d6, BRP, GURPS, have all run into the same pattern. Some games work well under them, but most are improved by using custom bespoke mechanics.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8270606, member: 82106"] And I think that is pretty much the beginning and end of this topic right there ;) D&D does some things well, and it does other things less well, or simply doesn't offer any capability to do them at all. This is not simply a question of things like "we have no rules for simulating a character hacking a computer." THAT would be perfectly simple to add, and games like MA/GW, 4e GW, d20 Modern, etc. have all done so with ease. Instead the challenge here is more with [I]process of play[/I]. D&D allocates roles at the table to different participants, and provides associated process for them to use. This is structured to provide a certain type of game, and not other types of game. These sorts of game design elements also permeate other aspects of game design. While you can certainly graft different things together, a design where specific processes are envisaged from the start will play better in many cases. Beyond that, the concept of a power curve, PCs which level up from relatively weak to incredibly powerful really works well for the type of game it is. It won't necessarily work well with other types of game. For example most supers games don't really include a progression of character power, or at least not much of one. Likewise with most games which are set in more 'real world' types of settings, James Bond doesn't have 100 hit points, so to speak, or at least that mechanic doesn't capture the genre very well. Obviously you COULD make games that use some elements of the d20/D&D rules to an extent to make other games. d20 in the 3e era was an attempt to do that. I'd note that most of the games which were written/ported to that core set of rules ended up not going far. A bunch of shops/designers dropped a d20 variation of their games, but in almost every case they went back to other mechanics. Maybe some of that was business decisions, but I think most of it reflects an inability to really get a generic set of rules like that to produce the desired game experience. Other 'general systems', d6, BRP, GURPS, have all run into the same pattern. Some games work well under them, but most are improved by using custom bespoke mechanics. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
Top