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So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="prosfilaes" data-source="post: 7343431" data-attributes="member: 40166"><p>I wouldn't say offering a D20 version of a game "waving the white flag"; Deadlands and Traveller, for example, had their own D20 versions. A lot of that simply seemed to be advertising; there was no good reason for those games to exist, besides D20 sold. And it wasn't "World of Darkness D20", it was "Monte Cook's World of Darkness", and I certainly found the title misleading. Monte Cook's D20 Modern Horror was more like it. There just wasn't anything interesting left of the World of Darkness for me, and I think White Wolf didn't care about it; it was a one-off Monte Cook interpretation, not something they were going to build on.</p><p></p><p>Storyteller had versions for a dozen different core games, so I find it hard to say it can't be adapted. A lot of D&D's driftability seems to be jamming square pegs in round holes; you can have any fantasy you want, as long as it has this small bunch of races and these small bunch of classes. D&D 4 had eladrins, so every D&D setting had eladrins. To the extent it works with, say, Dark Sun, is because Dark Sun started with D&D, and at least with 2E, they gave the rules people some leeway to tinker.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 7343431, member: 40166"] I wouldn't say offering a D20 version of a game "waving the white flag"; Deadlands and Traveller, for example, had their own D20 versions. A lot of that simply seemed to be advertising; there was no good reason for those games to exist, besides D20 sold. And it wasn't "World of Darkness D20", it was "Monte Cook's World of Darkness", and I certainly found the title misleading. Monte Cook's D20 Modern Horror was more like it. There just wasn't anything interesting left of the World of Darkness for me, and I think White Wolf didn't care about it; it was a one-off Monte Cook interpretation, not something they were going to build on. Storyteller had versions for a dozen different core games, so I find it hard to say it can't be adapted. A lot of D&D's driftability seems to be jamming square pegs in round holes; you can have any fantasy you want, as long as it has this small bunch of races and these small bunch of classes. D&D 4 had eladrins, so every D&D setting had eladrins. To the extent it works with, say, Dark Sun, is because Dark Sun started with D&D, and at least with 2E, they gave the rules people some leeway to tinker. [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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