heptat
Explorer
We played "D&D" using GURPS for years. We just cherry picked cogs into a D&D shape.
You still do...or no longer? Man I love me some (D&D-style fantasy) GURPS.
We played "D&D" using GURPS for years. We just cherry picked cogs into a D&D shape.
Agreed. I think there are a bunch of RPGs, especially from the late 70s through the 80s (and a more recent game like HARP is a derivative of those earlier games), which are focused mainly on combat - most have a stronger skills chassis than classic D&D, but not necessarily heaps stronger than 3E, and like 3E are basically task resolution rather than conflict resolution.Well, Rolemaster is close enough to 3e that sure, I'm fairly certain the experience would be similar. C&S and HARP are both close enough to AD&D that, again, it's not a really huge jump. Not surprising given the history of the games.
But, again, going a bit further afield, and you start getting very different experiences.
And I think this is what I was trying to get at. If you scrapped the d20 and went with a 2d6 system, it would dramatically change how the game plays. Remove the class system and most people wouldn't call the game D&D anymore. So on and so forth.
Mechanics matter. They are very important. Playing The Keep on the Borderlands with FATE or Dread would be a very different experience than playing it with any system of D&D. You could have the same group, same GM, same adventure, but change the system and that's a very different experience.
I play a homebrew that used 2d6, no classes, and still feels quite a bit like DnD. Of course, things in this campaign are tweaked to get a DnD feel, so we have a party that could reasonably translate to a fighter, a wizard, an oracle of time and space, a monk, and a bardish rogue. But rules-wise, the characters are like this because it represents tropes the players want to use and which work in the ruleset, not because there is an enforced class system.
It's not just about quantity; it's also about style or flavor of rules.Why are the rules so important? We're sitting around a kitchen table drinking mountain dew, rolling dice, and narrating autobiographical fanfiction about imaginary characters. The game is only 25% about rules.. the minimum required framework to resolve actions and provide a semblance of order. To each their own, but an over-reliance on rules destroys immersion and bogs down gameplay. Not fun unless you're into tournament style play.
And That said, there are times where rules make the difference...we tried using RQ2 to run D&D modules, and it just did not translate well. So much combat in D&D generally, and RQ is way too lethal and detailed. Also the magic systems, differing magic items, skill system,.etc. just a very different experience, and not in a good way. Even RQs origina DnDesque l dungeon crawl, snakepipe hollow, is a big slog, and Chaosium quickly abandoned that style of adventure.