Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*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
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
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="robertsconley" data-source="post: 9670413" data-attributes="member: 13383"><p>I understand where you’re coming from better now, thanks for clarifying. I also realize I didn’t explain the core of my point well.</p><p></p><p>I think the real devil’s in the lists, not the core mechanics. That’s what often gets overlooked when people assume systems like GURPS or Savage Worlds are “easier” to adapt. Sure, they’re generic in theory, but in practice, you still have to wade through catalogs of traits, gear, abilities, and system-specific edge cases. Then you have to curate what actually fits your tone, genre, and setting. It sounds modular on paper, but the actual process can be just as involved as working from a non-generic chassis.</p><p></p><p>Some generic systems help by offering strong ready-to-play content, Savage Worlds and BRP do this well. GURPS choose poorly. Until products like Dungeon Fantasy or Monster Hunters came along, you were stuck deep in the catalog, building from scratch. So even in “generic” systems, you're often still doing heavy lifting unless you buy into a very specific supplement line.</p><p></p><p>D&D, even 5E (though not 4E), has fewer assumptions baked into the core than many people think. The base mechanics are straightforward; the genre flavor comes from the surrounding lists: classes, monsters, spell options, equipment. In that sense, it's structurally different from GURPS, but not inherently harder to adapt. Having rebuilt 5E for my Majestic Fantasy setting, I found the basic components very modular. Most classes/subclasses come down to five or six new features, and the mechanics slot together cleanly once you understand the internal logic.</p><p></p><p>That said, 5E does have its difficult points. The 20-level progression encourages far more development than most campaigns ever need, and the Warlock, while conceptually cool, feels like a dumping ground for kewl powers. But even so, the overall effort wasn’t significantly different from what I had to do when adapting GURPS 4e for a similar purpose back in the day.</p><p></p><p><a href="https://www.batintheattic.com/downloads/Majestic%20Fantasy%20Realms%20for%205e.zip" target="_blank">Majestic Fantasy Rules for 5e</a></p><p></p><p>Also, I wouldn’t say Crawford’s approach is rare in the OSR anymore. He may have been an early standard-bearer, but over the last several years, more designers have embraced the same spirit, treating classic D&D mechanics as a toolkit rather than a script.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9670413, member: 13383"] I understand where you’re coming from better now, thanks for clarifying. I also realize I didn’t explain the core of my point well. I think the real devil’s in the lists, not the core mechanics. That’s what often gets overlooked when people assume systems like GURPS or Savage Worlds are “easier” to adapt. Sure, they’re generic in theory, but in practice, you still have to wade through catalogs of traits, gear, abilities, and system-specific edge cases. Then you have to curate what actually fits your tone, genre, and setting. It sounds modular on paper, but the actual process can be just as involved as working from a non-generic chassis. Some generic systems help by offering strong ready-to-play content, Savage Worlds and BRP do this well. GURPS choose poorly. Until products like Dungeon Fantasy or Monster Hunters came along, you were stuck deep in the catalog, building from scratch. So even in “generic” systems, you're often still doing heavy lifting unless you buy into a very specific supplement line. D&D, even 5E (though not 4E), has fewer assumptions baked into the core than many people think. The base mechanics are straightforward; the genre flavor comes from the surrounding lists: classes, monsters, spell options, equipment. In that sense, it's structurally different from GURPS, but not inherently harder to adapt. Having rebuilt 5E for my Majestic Fantasy setting, I found the basic components very modular. Most classes/subclasses come down to five or six new features, and the mechanics slot together cleanly once you understand the internal logic. That said, 5E does have its difficult points. The 20-level progression encourages far more development than most campaigns ever need, and the Warlock, while conceptually cool, feels like a dumping ground for kewl powers. But even so, the overall effort wasn’t significantly different from what I had to do when adapting GURPS 4e for a similar purpose back in the day. [URL='https://www.batintheattic.com/downloads/Majestic%20Fantasy%20Realms%20for%205e.zip']Majestic Fantasy Rules for 5e[/URL] Also, I wouldn’t say Crawford’s approach is rare in the OSR anymore. He may have been an early standard-bearer, but over the last several years, more designers have embraced the same spirit, treating classic D&D mechanics as a toolkit rather than a script. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top