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Mike Mearls' blog post about RPG generations
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<blockquote data-quote="Mannahnin" data-source="post: 9712192" data-attributes="member: 7026594"><p>This does feel really D&D-focused. While he's not entirely off-based with his first few gens, they're really D&D gens, not encompassing most of the TTRPG market. </p><p></p><p>Other folks have already mentioned how he's completely overlooking the universal systems in the 80s, like GURPS and Hero (which were fiddly-build-focused games 15+ years before 3E, and I'm sure I'm overlooking other super complex stuff like Space Opera or what have you), and disregarding Vampire and the Storyteller systems' focus on characterization and narrative in the 90s. </p><p></p><p></p><p>Yes, that bit jumped out at me. While 4E did have lots of character options, calling it the high point for build-focused design is absurd. 3E had vastly more, and 4E deliberately chopped down the complexity and fiddliness of character building, reducing the list of skills, reigning multiclassing WAY in, etc. And yeah, encounter design and monster design were massively overhauled to be easier for DMs, and the rules in general simplified a ton (Grapple being an absolute poster child). </p><p></p><p></p><p>Yup.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9712192, member: 7026594"] This does feel really D&D-focused. While he's not entirely off-based with his first few gens, they're really D&D gens, not encompassing most of the TTRPG market. Other folks have already mentioned how he's completely overlooking the universal systems in the 80s, like GURPS and Hero (which were fiddly-build-focused games 15+ years before 3E, and I'm sure I'm overlooking other super complex stuff like Space Opera or what have you), and disregarding Vampire and the Storyteller systems' focus on characterization and narrative in the 90s. Yes, that bit jumped out at me. While 4E did have lots of character options, calling it the high point for build-focused design is absurd. 3E had vastly more, and 4E deliberately chopped down the complexity and fiddliness of character building, reducing the list of skills, reigning multiclassing WAY in, etc. And yeah, encounter design and monster design were massively overhauled to be easier for DMs, and the rules in general simplified a ton (Grapple being an absolute poster child). Yup. [/QUOTE]
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Mike Mearls' blog post about RPG generations
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