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Most influential RPG


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Lessons learned from a product aren't always about the words. :) It was a layout nightmare.
It was largely the same mechanics as all other RTG games... there are differences, but the layout was hard to use. Once understood, it supposedly played just fine, and that was far easier to do if one knew the other RTG games - Mekton or CP/CP2020... CF was no help, tho' as it was their oddball.
 

Sure, but I want to leave "Story games" and "Solo games" out of the list, as I thing are a different beast from traditional RPG.
Most early solo games were just modules for standard TTRPGs. The rest were built into such modules. Standalone solo rules are a mid 90's thing, not intended for solo but for GM-less Trad Play.
 

Out of interest

Which game had the first 'active defence'?
To my knowledge
Traveller 1977 - Evasion gave a penalty to opponenent's hit rolls, allowing moving and slow reloading but no attacks.
RuneQuest - 1978 first rolled active defense
Which game had the first ' unsafe' spell casting?
Not sure - first I encounted was in RQ 3rd, but I think it's also in RQ2. It's just like all other skills - it can fumble.
( I like one of these, but not the other).
I happen to like both to a point.
 


All things considered, to resume it all, my new list is like this:

1. D&D: the first. the one that started it all. Class system with level progression.
2. Gurps: Generic point buy system, classless.
3. Traveller: Career paths, nre atribute aprox. so many innovations.
4. Runequest: Skill system, D100, cults tied to magic.
5. CoC: Sanity rules. Investigation adventure approach, and, of course, mythos!
6. Ghostbusters: First ever dice pool game, metacurrency.
7. Vampire: New way of roleplay.
8. Ars Magica: Versatile magic, troupe stype.
9. Pendragon: Precursor for structure of the play loops, personality traits
10. Sorcerer: first in the indie games era and a new approach in the way of RPG design thinking tied to the players goals.
11. Fate: It came after Fudge (the original system) but it implemented the aspects systems that many games took after it.
12. Apocalypse World: Power by the Apocalypse. 'nough said!
13. D&D 3rd ed.: Introduced the SDR concept that allowed the OSR.
14. Castle and crusades: First hit in the OSR movement.
15. D&D 5th ed: Not the first, but Roll with Advantage/Disadvantage spreading. RPG popularity boost.
16. Mork Borg. OSR next level.
D&D 5th edition is just a rip off of 3rd edition, so that's a bit redundant. D&D 4th edition is single-handedly responsible for the R&D of Modos RPG, so I'd say it belongs in your list.
 

D&D 5th edition is just a rip off of 3rd edition, so that's a bit redundant. D&D 4th edition is single-handedly responsible for the R&D of Modos RPG, so I'd say it belongs in your list.
Sure, but I'm looking for influence not innovation. Advantage/Disadvantage is not invented with 5ed but it surely contributed the most to expand this rule.
 


Into the Woods

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