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Game design has "moved on"
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<blockquote data-quote="MJS" data-source="post: 6231366" data-attributes="member: 6747144"><p>only when it tries to be an RPG *ducks*</p><p></p><p>Gygax was, of course, also known for his chess variants. Here is what we have: the basic RPG, D&D, was playtested and really meant to be a mini-less game. Being designed by wargamers, who thought they had to fit into that niche, they wrote it to accomodate minis use. This we know fairly well thanks to old TSR folks. </p><p> So, the RPG, from inception, had these two poles to it: the mini-less rules light RPG and the olive branch to the wargame crowd. We now have Hybrids that cover most of this ground, and this is good. The analogy to engineering is weak IMO, I think each different game is more like what happens when you bend a branch sideways: each node *thinks* its the main one and grows accordingly.</p></blockquote><p></p>
[QUOTE="MJS, post: 6231366, member: 6747144"] only when it tries to be an RPG *ducks* Gygax was, of course, also known for his chess variants. Here is what we have: the basic RPG, D&D, was playtested and really meant to be a mini-less game. Being designed by wargamers, who thought they had to fit into that niche, they wrote it to accomodate minis use. This we know fairly well thanks to old TSR folks. So, the RPG, from inception, had these two poles to it: the mini-less rules light RPG and the olive branch to the wargame crowd. We now have Hybrids that cover most of this ground, and this is good. The analogy to engineering is weak IMO, I think each different game is more like what happens when you bend a branch sideways: each node *thinks* its the main one and grows accordingly. [/QUOTE]
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