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*TTRPGs General
History of the Hobby: What were some of the trends?
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<blockquote data-quote="Neonchameleon" data-source="post: 6288696" data-attributes="member: 87792"><p>Hmm... I did a string of blogposts about this. Movements start - but they fade rather than die; none of the trends are BadWrongFun (although I happen to not like some of them) and people quite happily play older seeming games and develop them.</p><p></p><p><a href="http://eudaimonaiaclaughter.wordpress.com/2012/12/17/tabletop-roleplaying-games-back-where-we-started/" target="_blank">Back Where We Started</a> - the early 1970s and oD&D. Play was "Pawn Play" (i.e. you treated your PC in about the same way you would a boardgame piece). And there was a specific object to the game (rob the dungeon blind).</p><p></p><p><a href="http://eudaimonaiaclaughter.wordpress.com/2012/12/31/tabletop-roleplaying-traveller-to-a-common-language/" target="_blank">Traveller to a Common Language</a> - the late 1970s (starting about 1977 with Traveller) and other Fantasy RPGs. oD&D was about robbing dungeons blind. But people wanted to do more than that. They wanted worlds, they wanted settings, they wanted simulation. Because that would enable them to do whatever they like as if you simulate enough you simulate enough. Building characters to your exact specifications became a thing. This was the dominant strand in the 1980s - and made a comeback in the 00s with 3e and the d20 system.</p><p></p><p><a href="http://eudaimonaiaclaughter.wordpress.com/2013/05/25/storyteller-tell-me-a-story/" target="_blank">Storyteller, tell me a story</a> - this period is foreshadowed with the Dragonlance Saga, but really starts around 1989 with Vampire: The Masquerade, and AD&D 2E. In this period there's only limited development of rules (there is definitely some - but many genuinely believed that System Doesn't Matter and you just threw extra rules on the pile). You had two titans in the industry, both churning out lots of material fast that made very good bedside reading and inspiration but it got in the way of and cut across the rules. This aesthetic has also made a relatively recent comeback with Pathfinder.</p><p></p><p><a href="http://eudaimonaiaclaughter.wordpress.com/2013/05/27/forging-motivation-game-design-is-mind-control/" target="_blank">Game design is Mind Control</a> - outside d20 there was Usenet and The Forge. And a lot of these people were not happy. Games came in large hardback books, making them hard to get into. And above all the claim they were objecting to was that "System doesn't matter". If your system doesn't matter you might as well replace it with rock-paper-scissors (some would say that that made Vampire LARP much better than Vampire). Game rules should at the very least be light enough to not get in the way, and they should preferably support you in what you are trying to do. I'd currently disagree with my blogpost and name the highlights from this period as <a href="http://www.evilhat.com/home/fate-core-downloads/" target="_blank">Fate</a>, Fudge, and Unisystem, marking the start of the movement with Fudge (and Fate being currently the most talked about RPG that isn't D&D according to the Hot Games tracker). D&D 4e took a lot of this aesthetic and approach when they were redesigning D&D from the ground up.</p><p></p><p><em>Light, Tight, and Fast</em>. Commenting on the current cutting edge is always tricky - and I've <a href="http://eudaimonaiaclaughter.wordpress.com/2013/06/03/weaving-worlds/" target="_blank">two</a> <a href="http://eudaimonaiaclaughter.wordpress.com/2013/06/10/we-are-the-loom/" target="_blank">blogposts</a> that circle my current thoughts. But most modern games, especially most Indy games zero in on one type of game they want to produce. Probably the best known of these games (and the one everyone should own) is <a href="http://www.bullypulpitgames.com/games/fiasco/" target="_blank">Fiasco</a> (<a href="http://www.youtube.com/watch?v=WXJxQ0NbFtk%E2%80%8E" target="_blank">as featured on Tabletop</a>) which with two handouts and a downloaded playset allows a group of three to five moderately creative people to create their own Cohen Brothers movie in the time it takes to watch one. Although Dread (a horror game using a Jenga tower), Grey Ranks, and My Life With Master came at the start of the 2000s it's only in the last few years with Fiasco, <a href="http://rpg.drivethrustuff.com/product/117419/Cortex-Plus-Hackers-Guide" target="_blank">Cortex+</a> and <a href="http://apocalypse-world.com" target="_blank">Apocalypse World</a> they've really got motoring. Apocalypse World is a post-apocalyptic RPG with the setting created at the table that starts off with the idea that freeform roleplaying is good but can be improved on. Resolution isn't complex (2d6+stat - 6- is bad, 7-9 is a partial success, 10+ is a spectacular success), but comes at exactly the right time to not disrupt the freeform flow. Character creation is from predefined <a href="http://apocalypse-world.com/AW-basicplaybooks-legal.pdf" target="_blank">playbooks </a>that are pure concentrated inspiration, and the moves point you at the sort of thing you'd do in the sort of setting it's trying to evoke. Because it's both simple and tightly focussed, there are a <em>lot</em> of hacks out there - probably the best is <a href="https://en.wikipedia.org/wiki/Monsterhearts" target="_blank">Monsterhearts</a> which takes all the reasons the genre containing Twilight and Teen Wolf is popular, throws out the mountains of crap, and creates one of the most intense games I've played. It's also a game that should come with health warnings - and warnings to make sure you know your group first. And I've even created three Apocalypse World hacks that are ready for playtesting - <a href="https://docs.google.com/document/d/1XAJPvm4x_bSmwcp0CPKbKNi-gw_OeQFX-dH4WznDgyQ/edit" target="_blank">Silver Age Marvel</a> (<a href="https://docs.google.com/document/d/1oYz2f7zJ0hRP5itir45rVEkPzWpz7bnK1qnpR-xIgR4/edit" target="_blank">playbooks</a>), <a href="https://docs.google.com/document/d/1IZN2EYB5p96fdbIdY5kiRujanNZDgaYZuvX6FGQGIVM/edit" target="_blank">The Hunger Games</a>, and a tongue in cheek <a href="https://docs.google.com/document/d/1avqZm0uZXEVLLki7OfvveyxEF4awjWSQ_62aABPO3Ko/edit" target="_blank">Harry Potter</a> game. </p><p></p><p>I hope some of that helps <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="Neonchameleon, post: 6288696, member: 87792"] Hmm... I did a string of blogposts about this. Movements start - but they fade rather than die; none of the trends are BadWrongFun (although I happen to not like some of them) and people quite happily play older seeming games and develop them. [URL="http://eudaimonaiaclaughter.wordpress.com/2012/12/17/tabletop-roleplaying-games-back-where-we-started/"]Back Where We Started[/URL] - the early 1970s and oD&D. Play was "Pawn Play" (i.e. you treated your PC in about the same way you would a boardgame piece). And there was a specific object to the game (rob the dungeon blind). [URL="http://eudaimonaiaclaughter.wordpress.com/2012/12/31/tabletop-roleplaying-traveller-to-a-common-language/"]Traveller to a Common Language[/URL] - the late 1970s (starting about 1977 with Traveller) and other Fantasy RPGs. oD&D was about robbing dungeons blind. But people wanted to do more than that. They wanted worlds, they wanted settings, they wanted simulation. Because that would enable them to do whatever they like as if you simulate enough you simulate enough. Building characters to your exact specifications became a thing. This was the dominant strand in the 1980s - and made a comeback in the 00s with 3e and the d20 system. [URL="http://eudaimonaiaclaughter.wordpress.com/2013/05/25/storyteller-tell-me-a-story/"]Storyteller, tell me a story[/URL] - this period is foreshadowed with the Dragonlance Saga, but really starts around 1989 with Vampire: The Masquerade, and AD&D 2E. In this period there's only limited development of rules (there is definitely some - but many genuinely believed that System Doesn't Matter and you just threw extra rules on the pile). You had two titans in the industry, both churning out lots of material fast that made very good bedside reading and inspiration but it got in the way of and cut across the rules. This aesthetic has also made a relatively recent comeback with Pathfinder. [URL="http://eudaimonaiaclaughter.wordpress.com/2013/05/27/forging-motivation-game-design-is-mind-control/"]Game design is Mind Control[/URL] - outside d20 there was Usenet and The Forge. And a lot of these people were not happy. Games came in large hardback books, making them hard to get into. And above all the claim they were objecting to was that "System doesn't matter". If your system doesn't matter you might as well replace it with rock-paper-scissors (some would say that that made Vampire LARP much better than Vampire). Game rules should at the very least be light enough to not get in the way, and they should preferably support you in what you are trying to do. I'd currently disagree with my blogpost and name the highlights from this period as [URL="http://www.evilhat.com/home/fate-core-downloads/"]Fate[/URL], Fudge, and Unisystem, marking the start of the movement with Fudge (and Fate being currently the most talked about RPG that isn't D&D according to the Hot Games tracker). D&D 4e took a lot of this aesthetic and approach when they were redesigning D&D from the ground up. [I]Light, Tight, and Fast[/I]. Commenting on the current cutting edge is always tricky - and I've [URL="http://eudaimonaiaclaughter.wordpress.com/2013/06/03/weaving-worlds/"]two[/URL] [URL="http://eudaimonaiaclaughter.wordpress.com/2013/06/10/we-are-the-loom/"]blogposts[/URL] that circle my current thoughts. But most modern games, especially most Indy games zero in on one type of game they want to produce. Probably the best known of these games (and the one everyone should own) is [URL="http://www.bullypulpitgames.com/games/fiasco/"]Fiasco[/URL] ([URL="http://www.youtube.com/watch?v=WXJxQ0NbFtk%E2%80%8E"]as featured on Tabletop[/URL]) which with two handouts and a downloaded playset allows a group of three to five moderately creative people to create their own Cohen Brothers movie in the time it takes to watch one. Although Dread (a horror game using a Jenga tower), Grey Ranks, and My Life With Master came at the start of the 2000s it's only in the last few years with Fiasco, [URL="http://rpg.drivethrustuff.com/product/117419/Cortex-Plus-Hackers-Guide"]Cortex+[/URL] and [URL="http://apocalypse-world.com"]Apocalypse World[/URL] they've really got motoring. Apocalypse World is a post-apocalyptic RPG with the setting created at the table that starts off with the idea that freeform roleplaying is good but can be improved on. Resolution isn't complex (2d6+stat - 6- is bad, 7-9 is a partial success, 10+ is a spectacular success), but comes at exactly the right time to not disrupt the freeform flow. Character creation is from predefined [URL="http://apocalypse-world.com/AW-basicplaybooks-legal.pdf"]playbooks [/URL]that are pure concentrated inspiration, and the moves point you at the sort of thing you'd do in the sort of setting it's trying to evoke. Because it's both simple and tightly focussed, there are a [I]lot[/I] of hacks out there - probably the best is [URL="https://en.wikipedia.org/wiki/Monsterhearts"]Monsterhearts[/URL] which takes all the reasons the genre containing Twilight and Teen Wolf is popular, throws out the mountains of crap, and creates one of the most intense games I've played. It's also a game that should come with health warnings - and warnings to make sure you know your group first. And I've even created three Apocalypse World hacks that are ready for playtesting - [URL="https://docs.google.com/document/d/1XAJPvm4x_bSmwcp0CPKbKNi-gw_OeQFX-dH4WznDgyQ/edit"]Silver Age Marvel[/URL] ([URL="https://docs.google.com/document/d/1oYz2f7zJ0hRP5itir45rVEkPzWpz7bnK1qnpR-xIgR4/edit"]playbooks[/URL]), [URL="https://docs.google.com/document/d/1IZN2EYB5p96fdbIdY5kiRujanNZDgaYZuvX6FGQGIVM/edit"]The Hunger Games[/URL], and a tongue in cheek [URL="https://docs.google.com/document/d/1avqZm0uZXEVLLki7OfvveyxEF4awjWSQ_62aABPO3Ko/edit"]Harry Potter[/URL] game. I hope some of that helps :) [/QUOTE]
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