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Experts on other systems, why aren't they d&d?
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<blockquote data-quote="Ariosto" data-source="post: 4768137" data-attributes="member: 80487"><p>Well, 4E does not seem like D&D to me and 3E at its nearest seems a heavily house-ruled variant. I think that still leaves ample room for comparison. I'll start with some likenesses.</p><p></p><p><strong>Tunnels & Trolls</strong> is quite a departure in mechanics, but retains key elements of kindred "spirit". Indeed, confrontation with the former serves for many people to bring the latter into sharp relief.</p><p></p><p></p><p><strong>Traveller</strong> may at first glance seem an odd comparison, given its science-fiction basis and turning away from the "class and level" model. However, the designers applied exceptional insight into what made the original D&D game "tick" and elegantly refined the presentation of basic elements.</p><p></p><p>The retro-clones, along with such OD&D contemporaries as <strong>Empire of the Petal Throne, The Arduin Grimoire</strong> and <strong>Metamorphosis Alpha</strong> (1st ed.), are all representative variations on the natural development of the seminal game. There was (at least in my experience) a time when one might refer to something along those lines simply as "D&D".</p><p></p><p>Kevin Siembieda's <strong>Mechanoids</strong> trilogy and subsequent <strong>Palladium Fantasy</strong> were pretty much in the same category. The rules were more notably different, but all considered not much more than in many campaigns using AD&D books as a starting point. They were still within a genus in which one could pretty easily "mix and match" bits from different games.</p><p></p><p>Even the super-hero game <strong>Villains and Vigilantes</strong> was at the edge of that domain, and TSR's <strong>Buck Rogers XXVc</strong> was close enough to being "2E AD&D in space".</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4768137, member: 80487"] Well, 4E does not seem like D&D to me and 3E at its nearest seems a heavily house-ruled variant. I think that still leaves ample room for comparison. I'll start with some likenesses. [B]Tunnels & Trolls[/B] is quite a departure in mechanics, but retains key elements of kindred "spirit". Indeed, confrontation with the former serves for many people to bring the latter into sharp relief. [B]Traveller[/B] may at first glance seem an odd comparison, given its science-fiction basis and turning away from the "class and level" model. However, the designers applied exceptional insight into what made the original D&D game "tick" and elegantly refined the presentation of basic elements. The retro-clones, along with such OD&D contemporaries as [B]Empire of the Petal Throne, The Arduin Grimoire[/B] and [B]Metamorphosis Alpha[/B] (1st ed.), are all representative variations on the natural development of the seminal game. There was (at least in my experience) a time when one might refer to something along those lines simply as "D&D". Kevin Siembieda's [B]Mechanoids[/B] trilogy and subsequent [B]Palladium Fantasy[/B] were pretty much in the same category. The rules were more notably different, but all considered not much more than in many campaigns using AD&D books as a starting point. They were still within a genus in which one could pretty easily "mix and match" bits from different games. Even the super-hero game [B]Villains and Vigilantes[/B] was at the edge of that domain, and TSR's [B]Buck Rogers XXVc[/B] was close enough to being "2E AD&D in space". [/QUOTE]
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