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Fantasy heartbreaker mechanics…
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<blockquote data-quote="Mannahnin" data-source="post: 8888211" data-attributes="member: 7026594"><p>Yeah, I think there's more to it than just that piece of what Edwards wrote. I understand that them having "one great idea" is what breaks HIS heart, but I encountered the term years before I ever saw it in Forge context. </p><p></p><p>Generally used for any indie game published out of someone's home as a labor of love aiming to challenge big games like D&D and failing utterly, thus breaking their heart. We saw these for decades, advertised in the back pages of Dragon, or sold by the author at a table they rented at a local convention or mighty GenCon itself! The 90s saw an explosion of them as cheap desktop publishing became available. I've still got copies of a handful. Synnibarr is a classic example of this sort of game.</p><p></p><p>I definitely agree that a very common element was that many of them clearly were trying to be "D&D but better". "Why would anyone want to play D&D when MY game has... [a "realistic" spell point system!, a "realistic" hit location and DR system!, a realistic setting based on real Medieval Europe; trust me I have a Masters degree in Medieval History!, etc.]" And a lot of them did show signs of being created by people who really weren't familiar with games <em>other than </em>D&D.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8888211, member: 7026594"] Yeah, I think there's more to it than just that piece of what Edwards wrote. I understand that them having "one great idea" is what breaks HIS heart, but I encountered the term years before I ever saw it in Forge context. Generally used for any indie game published out of someone's home as a labor of love aiming to challenge big games like D&D and failing utterly, thus breaking their heart. We saw these for decades, advertised in the back pages of Dragon, or sold by the author at a table they rented at a local convention or mighty GenCon itself! The 90s saw an explosion of them as cheap desktop publishing became available. I've still got copies of a handful. Synnibarr is a classic example of this sort of game. I definitely agree that a very common element was that many of them clearly were trying to be "D&D but better". "Why would anyone want to play D&D when MY game has... [a "realistic" spell point system!, a "realistic" hit location and DR system!, a realistic setting based on real Medieval Europe; trust me I have a Masters degree in Medieval History!, etc.]" And a lot of them did show signs of being created by people who really weren't familiar with games [I]other than [/I]D&D. [/QUOTE]
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