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Mike Mearls' blog post about RPG generations
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<blockquote data-quote="Kinematics" data-source="post: 9712119" data-attributes="member: 6932123"><p>If I were to create my own generational progression chart, I'd look at it like this:</p><p></p><p>1) Combat Sim, growing out of the original wargaming background. Location, line of sight, movement, attack, evasion, armor, etc. The basic fundamentals. Wargamers.</p><p></p><p>2) Setting Sim. Whether trying to replicate existing properties, such as Conan, or building new worlds, such as Greyhawk, the game grew from individual battles to an entire world that people wanted to recreate. Writers.</p><p></p><p>3) Detail Sim. So many things can happen! What is a hit point? How effective is your armor? How charming is the bard? What is a crit? Rolemaster crit tables! GURPS power lists. Battletech everything. Nerds.</p><p></p><p>4) Genre Sim. Computers are a thing, and started showing that they do the detail sim a lot better than books and charts. Quit making the humans do the hard work, and let them focus more on having fun playing the game. Atmosphere is the key. An expansion on Setting Sim. Call of Cthulhu, World of Darkness, Dark Sun, Shadowrun, Castle Falkenstein, etc. Theater kids.</p><p></p><p>5) Regression to Detail Sim because computers became such a big part of our lives. 3E/3.5E/Pathfinder/4E. Excel, the Roleplaying Game. Computer nerds.</p><p></p><p>6) Character Sim. Remembered that Detail Sim is a stupid amount of work, so trying to tone it down. Time in Detail Sim has let people learn how to optimize away a lot of the detail. However Genre Sim is a bit passé. Fanfic dominates, and story scope contracts to be more personal, rather than cog-in-the-machine. Tumblrites.</p><p></p><p>7) Sharing. The internet has made showing off your creations and your games easier than ever, though it's not enough to just share; people have to actually notice. You want games that make the presentation and sharing of those things as seamless, yet unique, as possible. Simplification, but with flair. Twitch streamers.</p><p></p><p></p><p>Note that none of these ever <em>stops</em>. There's still Combat Sim and Detail Sim and Setting Sim, and so forth. It's just that certain aspects rise and fall based on how well the foundation has already been established, and what tools facilitate what you're trying to do.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9712119, member: 6932123"] If I were to create my own generational progression chart, I'd look at it like this: 1) Combat Sim, growing out of the original wargaming background. Location, line of sight, movement, attack, evasion, armor, etc. The basic fundamentals. Wargamers. 2) Setting Sim. Whether trying to replicate existing properties, such as Conan, or building new worlds, such as Greyhawk, the game grew from individual battles to an entire world that people wanted to recreate. Writers. 3) Detail Sim. So many things can happen! What is a hit point? How effective is your armor? How charming is the bard? What is a crit? Rolemaster crit tables! GURPS power lists. Battletech everything. Nerds. 4) Genre Sim. Computers are a thing, and started showing that they do the detail sim a lot better than books and charts. Quit making the humans do the hard work, and let them focus more on having fun playing the game. Atmosphere is the key. An expansion on Setting Sim. Call of Cthulhu, World of Darkness, Dark Sun, Shadowrun, Castle Falkenstein, etc. Theater kids. 5) Regression to Detail Sim because computers became such a big part of our lives. 3E/3.5E/Pathfinder/4E. Excel, the Roleplaying Game. Computer nerds. 6) Character Sim. Remembered that Detail Sim is a stupid amount of work, so trying to tone it down. Time in Detail Sim has let people learn how to optimize away a lot of the detail. However Genre Sim is a bit passé. Fanfic dominates, and story scope contracts to be more personal, rather than cog-in-the-machine. Tumblrites. 7) Sharing. The internet has made showing off your creations and your games easier than ever, though it's not enough to just share; people have to actually notice. You want games that make the presentation and sharing of those things as seamless, yet unique, as possible. Simplification, but with flair. Twitch streamers. Note that none of these ever [i]stops[/i]. There's still Combat Sim and Detail Sim and Setting Sim, and so forth. It's just that certain aspects rise and fall based on how well the foundation has already been established, and what tools facilitate what you're trying to do. [/QUOTE]
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