Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How compatible should Gamma World be with Dungeons and Dragons?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thomas Shey" data-source="post: 9373942" data-attributes="member: 7026617"><p>A lot of traditional fantasy assumes a set of relatively narrow set of training and experience that makes it easy to justify class structures. Someone might carry a few skills in from his youth that run far afield, but they're liable to be somewhat limited, and that made classes relatively palatable until we got into the modern period and that sort of assumed medieval structure has stopped being the default; its why even in fantasy most modern class systems are far less rigid than ones of older years.</p><p></p><p>On the other hand, that sort of tight barrier never made much sense in modern to futuristic settings outside of some special cases. I mean, I spent most of my life as a library assistant and freelance editor, but in my youth I had a period where I apprenticed with a gemcutter as a gem assessor (I was theoretically going to train to be a gemcutter too, but my nerves and some of the problems I had at the time never made that more than theoretical) and also worked as a demolitions apprentice for a bit. That sort of wandering from thing to thing is a much more modern concept, and usually is difficult to represent in class systems.</p><p></p><p></p><p>Levels are a more complicated question. Honestly, they're a historical artifact; with the schematic way OD&D was designed they made advancement easy, and then the combination of the sometimes pleasing chunkiness of that advancement and the fact people got used to them all over the place with the uptake of D&Disms in computer games meant they defined how advancement worked for many people, even though there were other methods (used by any number of games over the last 40 years, some that were as well known in their day as anything outside of D&D was). Levels also tend to play a lot better with a zero-to-hero assumption, which is far, far rarer in SF than in fantasy (and isn't even as common in fantasy as you'd think from its prominence in fantasy gaming).</p><p></p><p>Essentially, class-and-level systems are a particular stylization that got its start with D&D, and was relatively easy to keep justifying in zero-to-hero narrow fantasy, but starts to fail out more and more the farther you get from that.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9373942, member: 7026617"] A lot of traditional fantasy assumes a set of relatively narrow set of training and experience that makes it easy to justify class structures. Someone might carry a few skills in from his youth that run far afield, but they're liable to be somewhat limited, and that made classes relatively palatable until we got into the modern period and that sort of assumed medieval structure has stopped being the default; its why even in fantasy most modern class systems are far less rigid than ones of older years. On the other hand, that sort of tight barrier never made much sense in modern to futuristic settings outside of some special cases. I mean, I spent most of my life as a library assistant and freelance editor, but in my youth I had a period where I apprenticed with a gemcutter as a gem assessor (I was theoretically going to train to be a gemcutter too, but my nerves and some of the problems I had at the time never made that more than theoretical) and also worked as a demolitions apprentice for a bit. That sort of wandering from thing to thing is a much more modern concept, and usually is difficult to represent in class systems. Levels are a more complicated question. Honestly, they're a historical artifact; with the schematic way OD&D was designed they made advancement easy, and then the combination of the sometimes pleasing chunkiness of that advancement and the fact people got used to them all over the place with the uptake of D&Disms in computer games meant they defined how advancement worked for many people, even though there were other methods (used by any number of games over the last 40 years, some that were as well known in their day as anything outside of D&D was). Levels also tend to play a lot better with a zero-to-hero assumption, which is far, far rarer in SF than in fantasy (and isn't even as common in fantasy as you'd think from its prominence in fantasy gaming). Essentially, class-and-level systems are a particular stylization that got its start with D&D, and was relatively easy to keep justifying in zero-to-hero narrow fantasy, but starts to fail out more and more the farther you get from that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How compatible should Gamma World be with Dungeons and Dragons?
Top