Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Next Gen Games?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Campbell" data-source="post: 8118084" data-attributes="member: 16586"><p>Often great games are unfortunately mostly influential in superficial rather than substantive ways. People often look at games like early D&D, Apocalypse World and Blades in the Dark and transcribe their superficial structures instead of looking critically at why the games were structured the way they were. A lot of things that were accidents of design or have a very specific purpose are carried over thoughtlessly.</p><p> </p><ul> <li data-xf-list-type="ul">Mainstream games carrying over turn by turn initiative, movement rates, hit points, highly detailed inventory lists, and managing resources over a daily time period without regard if it serves their game while ignoring things like having tightly tuned reward systems and features like wandering monsters, reaction rolls, and other exploration rules that made decision making consequential.</li> <li data-xf-list-type="ul">Powered By The Apocalypse games that design moves in too general a fashion or without a coherent view of how they should fit together. What makes Apocalypse World a great game is that it is constantly forcing players to make decisions about escalating force versus backing down for social cohesion. It's designed in a particular way because of the experience it is trying to provide or sometimes due to things that are mostly an accident of design.</li> <li data-xf-list-type="ul">Forged in the Dark games are often painfully locked to the specific structure of Blades in the Dark when they are not heist/caper fiction or particularly tied to a group structure. They also tend to not have a strong understanding of the interlocking currencies and consequences that make Blades such a compelling game. Many lack consistent pressure as a result. </li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 8118084, member: 16586"] Often great games are unfortunately mostly influential in superficial rather than substantive ways. People often look at games like early D&D, Apocalypse World and Blades in the Dark and transcribe their superficial structures instead of looking critically at why the games were structured the way they were. A lot of things that were accidents of design or have a very specific purpose are carried over thoughtlessly. [LIST] [*]Mainstream games carrying over turn by turn initiative, movement rates, hit points, highly detailed inventory lists, and managing resources over a daily time period without regard if it serves their game while ignoring things like having tightly tuned reward systems and features like wandering monsters, reaction rolls, and other exploration rules that made decision making consequential. [*]Powered By The Apocalypse games that design moves in too general a fashion or without a coherent view of how they should fit together. What makes Apocalypse World a great game is that it is constantly forcing players to make decisions about escalating force versus backing down for social cohesion. It's designed in a particular way because of the experience it is trying to provide or sometimes due to things that are mostly an accident of design. [*]Forged in the Dark games are often painfully locked to the specific structure of Blades in the Dark when they are not heist/caper fiction or particularly tied to a group structure. They also tend to not have a strong understanding of the interlocking currencies and consequences that make Blades such a compelling game. Many lack consistent pressure as a result. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Next Gen Games?
Top