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<blockquote data-quote="aramis erak" data-source="post: 9026221" data-attributes="member: 6779310"><p>Not possible.</p><p>The database at RPGGeek has 146 pages of 100 RPGs each, tho' a number of those are new editions of others.</p><p>At 14.5K+, there's no possible way you've done a solid survey.</p><p></p><p></p><p></p><p></p><p></p><p>That's a VERY narrow survey. It may seem broad to you, but those terms are used mostly for a pretty narrow band of mechanics.</p><p>You're missing the following major categories of Mechanics:</p><ul> <li data-xf-list-type="ul">PBTA/AWE - the Apocalypse World Engine and the various games that, with a variety of fidelity to Vincent Baker's vision.</li> <li data-xf-list-type="ul">The dicepool driven semi-trad - Orkworld, Burning Wheel, L5R 1e to 4e.<br /> All three have leanings towards narrativism.</li> <li data-xf-list-type="ul">The symbolic dice games: FFG's WFRP 3e, FFG's Star Wars, FFG's L5R 5e</li> <li data-xf-list-type="ul">The hybrid narrative/dicepool Storyteller system, most noted for Vampire, but I adapted it for Traveller, and WWG (Publishers of the original and second editions of the World of Darkness) also used it for the very fun <em><u>Street Fighter: The Storytelling Game</u></em>. They have a few concessions towards Narrativism, and their less than focused mechanics are part of the impetus for the Forge. They're still going. They incentivise certain</li> <li data-xf-list-type="ul">The assorted YAPS (Yet Another Percentile System) -- Most of Chaosium's games; some older FFG RPGs, FASA Star Trek, Everything Palladium except Amber)</li> <li data-xf-list-type="ul">Any of the dice-less point pushers: Warriors RPG, Marvel Universe</li> <li data-xf-list-type="ul">Decision Trees: Theatrix, Amber, Some of CORPS.</li> <li data-xf-list-type="ul">Roll for who decides: Just two games I've seen: Houses of the Blooded and Blood & Honor. Both by John Wick,</li> </ul><p>The semi-trad dicepools all have narrativist elements, Orkworld and L5R are fairly light on them in mechanics, but reading the whole of the rules, they're important, tho', when they do show up.</p><p>Burning Wheel is what happens when a munchkin decides to go story first with a dice pool and forge ideas added. The rules aren't laser focused, but they give the open elements a LOT of teeth.</p><p></p><p></p><p>At the end of the day, there's little room for true innovation; the same influences lead to the similar outcomes...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9026221, member: 6779310"] Not possible. The database at RPGGeek has 146 pages of 100 RPGs each, tho' a number of those are new editions of others. At 14.5K+, there's no possible way you've done a solid survey. That's a VERY narrow survey. It may seem broad to you, but those terms are used mostly for a pretty narrow band of mechanics. You're missing the following major categories of Mechanics: [LIST] [*]PBTA/AWE - the Apocalypse World Engine and the various games that, with a variety of fidelity to Vincent Baker's vision. [*]The dicepool driven semi-trad - Orkworld, Burning Wheel, L5R 1e to 4e. All three have leanings towards narrativism. [*]The symbolic dice games: FFG's WFRP 3e, FFG's Star Wars, FFG's L5R 5e [*]The hybrid narrative/dicepool Storyteller system, most noted for Vampire, but I adapted it for Traveller, and WWG (Publishers of the original and second editions of the World of Darkness) also used it for the very fun [I][U]Street Fighter: The Storytelling Game[/U][/I]. They have a few concessions towards Narrativism, and their less than focused mechanics are part of the impetus for the Forge. They're still going. They incentivise certain [*]The assorted YAPS (Yet Another Percentile System) -- Most of Chaosium's games; some older FFG RPGs, FASA Star Trek, Everything Palladium except Amber) [*]Any of the dice-less point pushers: Warriors RPG, Marvel Universe [*]Decision Trees: Theatrix, Amber, Some of CORPS. [*]Roll for who decides: Just two games I've seen: Houses of the Blooded and Blood & Honor. Both by John Wick, [/LIST] The semi-trad dicepools all have narrativist elements, Orkworld and L5R are fairly light on them in mechanics, but reading the whole of the rules, they're important, tho', when they do show up. Burning Wheel is what happens when a munchkin decides to go story first with a dice pool and forge ideas added. The rules aren't laser focused, but they give the open elements a LOT of teeth. At the end of the day, there's little room for true innovation; the same influences lead to the similar outcomes... [/QUOTE]
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