assume, for a moment, that they wrote that in full knowledge of those other products and didn't quite mean they were doing the same exact things but indulging in a bit of alternate history. with time travel
This. A divergent evolution.
assume, for a moment, that they wrote that in full knowledge of those other products and didn't quite mean they were doing the same exact things but indulging in a bit of alternate history. with time travel
This, then, is the ultimate goal of the Dungeon Crawl Classics role playing game. It is not a retro-clone (in the OSR sense); even though the aesthetic is very much old-school, it makes no effort to re-create the 1974 rules. Nor is it a d20 clone (in the OGL sense); even though the rules are grounded in the d20 era, it makes no effort to re-create the 3E rules. Rather, DCC RPG is, as Harley has called it, “pre-D&D swords & sorcery.” It is an explicit attempt to create an RPG of old-school style and aesthetic, that captures the spirit of adventure not as presented in 1974, but instead as presented in the decades prior, when Gygax and Arneson were reading the literature that would later inspire D&D. The Dungeon Crawl Classics role playing game is sword & sorcery role playing as it could have been, based on the primary sources that inspired the original game. It is grounded in a modern, streamlined rules set, but allows your players to easily simulate the heroes and adventures of Appendix N: all of them, not a specific author or character, but the unified sense of adventure that later defined the earliest editions of D&D. DCC RPG is, perhaps, what D&D could have been, if the direct inspiration of Appendix N had taken a different course.
I'm glad they don't.I wish WotC would put their creative energies towards a totally cool game like Goodman is doing.