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*Dungeons & Dragons
Matt Colville: "50 years later we're still arguing about what D&D even is!"
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<blockquote data-quote="Mannahnin" data-source="post: 9525103" data-attributes="member: 7026594"><p>ItO 2014, EB 2020, UG 2018, Y-S 2nd ed 2023, Troika! 2019, looks like?</p><p></p><p></p><p>SD 2023, FL 2018. </p><p></p><p>So these, plus Tales of Argosa (2016), the GLOG (2016), and 5 Torches Deep (2019), so far.</p><p></p><p>Only two of these are 10+ years old, where the oldest retroclones are approaching 20 (OSRIC 2006, BFRPG and LL 2007).</p><p></p><p>Seems like it's something that's increased in prevalence over time, and mostly appeared in more recent "nuSR" games. DCC was well ahead of the curve doing it back in 2012, when the OSR scene was almost exclusively TSR editions or very faithful retroclones.</p><p></p><p>I'm going to guess that most of the later ones have more limited randomness than DCC for a couple of likely reasons. 1) The practical consideration of page count. 2) That level of randomness has fairly limited appeal, so the later games scaled it back.</p><p></p><p>I would also theorize that this randomness is both related to the general OSR fondness for random elements, and to the need for some new ground to tread after the core, predictable, reliable D&D magic system had been cloned a bunch of times. Altering the magic system is one of the logical areas for innovation.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9525103, member: 7026594"] ItO 2014, EB 2020, UG 2018, Y-S 2nd ed 2023, Troika! 2019, looks like? SD 2023, FL 2018. So these, plus Tales of Argosa (2016), the GLOG (2016), and 5 Torches Deep (2019), so far. Only two of these are 10+ years old, where the oldest retroclones are approaching 20 (OSRIC 2006, BFRPG and LL 2007). Seems like it's something that's increased in prevalence over time, and mostly appeared in more recent "nuSR" games. DCC was well ahead of the curve doing it back in 2012, when the OSR scene was almost exclusively TSR editions or very faithful retroclones. I'm going to guess that most of the later ones have more limited randomness than DCC for a couple of likely reasons. 1) The practical consideration of page count. 2) That level of randomness has fairly limited appeal, so the later games scaled it back. I would also theorize that this randomness is both related to the general OSR fondness for random elements, and to the need for some new ground to tread after the core, predictable, reliable D&D magic system had been cloned a bunch of times. Altering the magic system is one of the logical areas for innovation. [/QUOTE]
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Community
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Matt Colville: "50 years later we're still arguing about what D&D even is!"
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