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Is D&D caught in a cycle of radical reinvention?
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<blockquote data-quote="trancejeremy" data-source="post: 5779189" data-attributes="member: 924"><p>Call of Cthulhu is pretty much the same as it was 30 years ago. (And frankly, you could almost consider it OD&D house rules. No classes or levels, skill system uses 100% like the thief abilities, plus the sanity mechanic)</p><p></p><p>GURPS has had 4 editions - I don't own the 4th ed rulebook, but there doesn't really seem to be much different in the 4e sourcebooks vs the 3rd edition ones. (I hate GURPS but I like their sourcebooks)</p><p></p><p>Shadowrun has had 4 editions - the second edition used basically the mechanics of the first, but fixed a bit, then third and fourth were radically different. (I own every 1e/2e product and tried to jump to 3rd, but found it too different)</p><p></p><p>Vampire: The Masquerade was completely redone and became Vampire: The Requiem (at which point I stopped following it)</p><p></p><p>I think the closest parallel to D&D would be Traveller - it was very simple, then had a lot of unbalancing splatbooks, then had a fairly dramatic but still recognizable change to MegaTraveller, then moved to Traveller: The New Era which used a completely and radically different engine (and setting). Then they went out of business, though the designer who retained the rights licensed out the property</p><p>to several companies all with different systems. Kind of a mess.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 5779189, member: 924"] Call of Cthulhu is pretty much the same as it was 30 years ago. (And frankly, you could almost consider it OD&D house rules. No classes or levels, skill system uses 100% like the thief abilities, plus the sanity mechanic) GURPS has had 4 editions - I don't own the 4th ed rulebook, but there doesn't really seem to be much different in the 4e sourcebooks vs the 3rd edition ones. (I hate GURPS but I like their sourcebooks) Shadowrun has had 4 editions - the second edition used basically the mechanics of the first, but fixed a bit, then third and fourth were radically different. (I own every 1e/2e product and tried to jump to 3rd, but found it too different) Vampire: The Masquerade was completely redone and became Vampire: The Requiem (at which point I stopped following it) I think the closest parallel to D&D would be Traveller - it was very simple, then had a lot of unbalancing splatbooks, then had a fairly dramatic but still recognizable change to MegaTraveller, then moved to Traveller: The New Era which used a completely and radically different engine (and setting). Then they went out of business, though the designer who retained the rights licensed out the property to several companies all with different systems. Kind of a mess. [/QUOTE]
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Is D&D caught in a cycle of radical reinvention?
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