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<blockquote data-quote="buzz" data-source="post: 1455676" data-attributes="member: 6777"><p>To the best of my knowledge, no representative of WotC, nor the oft-quoted-in-regards-to-this-point Ryan Dancey, has *ever* claimed that d20 is a "generic" or "universal" system. The system has *never* been presented by its creators as being able to handle any setting or genre out of the box (a la HERO or GURPS).</p><p></p><p>Lots of d20-bashers like to claim otherwise, though, becasue it sets up very nicely the (fairly solid) argument that d20 does not do this well at all, actually. Of course, such arguments make about as much sense as faulting <em>Call of Cthulhu</em> becasue it doesn't handle supers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Now, have Dancey and WotC said that they hope that d20 will be adopted by as many peole as possible? Yes. Have they claimed that it's good for the hobby as a whole to consolidate under fewer systems? Yes.</p><p></p><p>Unfortunately, the d20-hating crowd seems to have made the illogical leap that this drive for universal acceptance (hey, they're a business) equates to a claim that d20 is a universal *system*.</p><p></p><p>d20 is an *open* system. That's it. Granted, many companies, WotC included, are taking advanage of this (and the large player base) by creating games that expand the system into various other genres and settings. This creates a large pool of *d20-based* RPGs, but in no way makes d20 "generic" or "universal."</p><p></p><p>The nearest analogue to this is Chaosium's BRP system. Sure, it's been adapted to handle all sorts of genres, but at its base it's a handful of mechanics (e.g., the resistance table, percentile skills) that needs to be heavily adapted for each specific game.</p><p></p><p>...and if it was the most popular RPG on earth, we be talking about it instead of d20. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="buzz, post: 1455676, member: 6777"] To the best of my knowledge, no representative of WotC, nor the oft-quoted-in-regards-to-this-point Ryan Dancey, has *ever* claimed that d20 is a "generic" or "universal" system. The system has *never* been presented by its creators as being able to handle any setting or genre out of the box (a la HERO or GURPS). Lots of d20-bashers like to claim otherwise, though, becasue it sets up very nicely the (fairly solid) argument that d20 does not do this well at all, actually. Of course, such arguments make about as much sense as faulting [i]Call of Cthulhu[/i] becasue it doesn't handle supers. :) Now, have Dancey and WotC said that they hope that d20 will be adopted by as many peole as possible? Yes. Have they claimed that it's good for the hobby as a whole to consolidate under fewer systems? Yes. Unfortunately, the d20-hating crowd seems to have made the illogical leap that this drive for universal acceptance (hey, they're a business) equates to a claim that d20 is a universal *system*. d20 is an *open* system. That's it. Granted, many companies, WotC included, are taking advanage of this (and the large player base) by creating games that expand the system into various other genres and settings. This creates a large pool of *d20-based* RPGs, but in no way makes d20 "generic" or "universal." The nearest analogue to this is Chaosium's BRP system. Sure, it's been adapted to handle all sorts of genres, but at its base it's a handful of mechanics (e.g., the resistance table, percentile skills) that needs to be heavily adapted for each specific game. ...and if it was the most popular RPG on earth, we be talking about it instead of d20. :) [/QUOTE]
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