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General Tabletop Discussion
*TTRPGs General
Origins of Specific Innovations
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<blockquote data-quote="Reynard" data-source="post: 8694403" data-attributes="member: 467"><p>Let's talk about specific innovations in TTRPG design and where they came from. This isn't eman to be an argument, just a friendly discussion about design and how the RPG industry has changed over time. I fully expect to be surprised at when certain innovations came into being, however obscure, probably well before I ever encountered them.</p><p></p><p>For example, what was the first game to introduce some sort of meta-currency such as drama points, that could be used to alter the outcome of die rolls? I don't think any of the early D&D editions had such mechanics, but I am not familiar enough with Traveller, Runequest or T&T to know if the concept came up very early in TTRPG design or happened later i the 80s proliferation.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8694403, member: 467"] Let's talk about specific innovations in TTRPG design and where they came from. This isn't eman to be an argument, just a friendly discussion about design and how the RPG industry has changed over time. I fully expect to be surprised at when certain innovations came into being, however obscure, probably well before I ever encountered them. For example, what was the first game to introduce some sort of meta-currency such as drama points, that could be used to alter the outcome of die rolls? I don't think any of the early D&D editions had such mechanics, but I am not familiar enough with Traveller, Runequest or T&T to know if the concept came up very early in TTRPG design or happened later i the 80s proliferation. [/QUOTE]
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