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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
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="Celebrim" data-source="post: 7345130" data-attributes="member: 4937"><p>I'd agree with that. Savage Worlds encourages play in a narrower range of power levels. Your starting character is not quite as narrow or shallow in their power as a first level character, and will never be quite as potent as a high level D&D character. While I being honest about the fact that a player in my game is basically playing an archer with telepathic, telekinetic and precognitive powers, it's also true that the concept really doesn't get to where the player intends it to be (what [MENTION=85870]innerdude[/MENTION] describes as "bad-ass") until like 4th level or so owing to the need to multiclass and acquire the right feats. In that sense, SW is trying to force play into the span that a lot of players consider D&D's sweet spot. And to a large extent, I'm OK with that. It's other areas of the rules that I find less satisfying.</p><p></p><p></p><p></p><p>Absolutely. My problems with SW are largely in its fortune system which I find manages to be both unnecessarily complex and too limiting at the same time. But could you play a game that is basically D&D with SW? Sure. Heck, with the right GM I'd probably enjoy SW. I just don't want to run it, and don't feel it adds anything I couldn't already do with a D20 game. </p><p></p><p>FATE on the other hand has a ton of issues for me. Again, I find its dice pools hit a bad spot that is both unnecessarily complex and too limiting at the same time, but I also feel the game has a ton of other facets that just aren't to my taste. I'm fairly sure based on what I've read in the rules and what I've seen of how the game is played, that I could not enjoy a game of FATE at all. Exactly why requires a really long essay and video review I don't have the time to compose at the moment, but suffice to say for now that FATE explicitly describes the social contract that it wants the game to take place under and weaves that social contract into its mechanics and that social contract contradicts the social contract that I make with my players or expect my GM when I am a player to maintain. This happens because the creators of FATE where cognizant of the things I'm talking about in a way that prior RPG creators probably couldn't verbalize as well, and made decisions about what sort of game people ought to play that may suit themselves but don't necessarily suit everyone. (I actually even question whether the game that they made meets their own goals, but that's an even more difficult matter to resolve. Certainly FATE is going to have its defenders, though for the life of me I don't know why.)</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7345130, member: 4937"] I'd agree with that. Savage Worlds encourages play in a narrower range of power levels. Your starting character is not quite as narrow or shallow in their power as a first level character, and will never be quite as potent as a high level D&D character. While I being honest about the fact that a player in my game is basically playing an archer with telepathic, telekinetic and precognitive powers, it's also true that the concept really doesn't get to where the player intends it to be (what [MENTION=85870]innerdude[/MENTION] describes as "bad-ass") until like 4th level or so owing to the need to multiclass and acquire the right feats. In that sense, SW is trying to force play into the span that a lot of players consider D&D's sweet spot. And to a large extent, I'm OK with that. It's other areas of the rules that I find less satisfying. Absolutely. My problems with SW are largely in its fortune system which I find manages to be both unnecessarily complex and too limiting at the same time. But could you play a game that is basically D&D with SW? Sure. Heck, with the right GM I'd probably enjoy SW. I just don't want to run it, and don't feel it adds anything I couldn't already do with a D20 game. FATE on the other hand has a ton of issues for me. Again, I find its dice pools hit a bad spot that is both unnecessarily complex and too limiting at the same time, but I also feel the game has a ton of other facets that just aren't to my taste. I'm fairly sure based on what I've read in the rules and what I've seen of how the game is played, that I could not enjoy a game of FATE at all. Exactly why requires a really long essay and video review I don't have the time to compose at the moment, but suffice to say for now that FATE explicitly describes the social contract that it wants the game to take place under and weaves that social contract into its mechanics and that social contract contradicts the social contract that I make with my players or expect my GM when I am a player to maintain. This happens because the creators of FATE where cognizant of the things I'm talking about in a way that prior RPG creators probably couldn't verbalize as well, and made decisions about what sort of game people ought to play that may suit themselves but don't necessarily suit everyone. (I actually even question whether the game that they made meets their own goals, but that's an even more difficult matter to resolve. Certainly FATE is going to have its defenders, though for the life of me I don't know why.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
Top