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New Legends & Lore: Player vs. Character
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<blockquote data-quote="Balesir" data-source="post: 5672650" data-attributes="member: 27160"><p>Runequest I will grant you - the original "BRP" game - and Tunnels and Trolls (even though that was a tad bit later). Neither were all that huge an advance (in their state of development at the time) on AD&D.</p><p></p><p>Rolemaster, GURPS and HârnMaster, on the other hand, were all later - mid '80s at the earliest. After "variant homebrew" versions of D&D, they were what I transitioned to - along with DragonQuest, The Fantasy Trip (precursor to GURPS) and C&S (one you missed).</p><p></p><p>My point, really, though, is that none of these were markedly better focussed than D&D was. Their assumptions about "what should have rules", "how should basic character systems work" and "how should in-game action be resolved by the system" were all pretty much the same. Even the early dice pool systems inherited a whole set of assumptions from D&D about how action resolution works, how damage to characters is handled, the role pf the players and the GM and such like. Everway, for all its faults, was perhaps the first system to start to really question many of those tropes.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5672650, member: 27160"] Runequest I will grant you - the original "BRP" game - and Tunnels and Trolls (even though that was a tad bit later). Neither were all that huge an advance (in their state of development at the time) on AD&D. Rolemaster, GURPS and HârnMaster, on the other hand, were all later - mid '80s at the earliest. After "variant homebrew" versions of D&D, they were what I transitioned to - along with DragonQuest, The Fantasy Trip (precursor to GURPS) and C&S (one you missed). My point, really, though, is that none of these were markedly better focussed than D&D was. Their assumptions about "what should have rules", "how should basic character systems work" and "how should in-game action be resolved by the system" were all pretty much the same. Even the early dice pool systems inherited a whole set of assumptions from D&D about how action resolution works, how damage to characters is handled, the role pf the players and the GM and such like. Everway, for all its faults, was perhaps the first system to start to really question many of those tropes. [/QUOTE]
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