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Strange Machine Games Announce New Robotech RPG
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<blockquote data-quote="aramis erak" data-source="post: 7755570" data-attributes="member: 6779310"><p>Has it? I don't think so. I mean, there are a lot of people reinventing OE D&D, and other 1st gen games, cleaning up a few inconsistencies (like which direction is better on the dice), and making money off it.</p><p></p><p>Many new games are little better than the old ones. GURPS has also been frozen in the mid-80's mechanically - the look of the books is changed, but the game's only major change is switching ST & HT roles in damage taking. Hero System and Rolemaster still sell copies.</p><p></p><p>There's been a lot of branching out, but really, game design's only real indsutry-wide improvement was each system having unified rolling mechanics, which start a bit before Palladium, but really don't hit all the mainstream until the late 80's. And don't hit D&D until 1999.</p><p></p><p>Rifts is still quite popular with the high school crowd. As is Palladium Fantasy. </p><p></p><p>Let's see the design theories used in Palladium: </p><ul> <li data-xf-list-type="ul">Combat<ul> <li data-xf-list-type="ul">active defenses in opposed rolls - Still common.</li> <li data-xf-list-type="ul">d20 roll high - taken straight from D&D OE, but still super common</li> <li data-xf-list-type="ul">Special abilities accrue with level up. Still used, albeit now either with Feats or Class Abilities, in D&D 5E, Pathfinder 1E & 2E, Hackmaster, </li> <li data-xf-list-type="ul">Damage to Hit Points</li> <li data-xf-list-type="ul">Damage rolled on polyhedrals</li> </ul></li> <li data-xf-list-type="ul">Non Combat Skills<ul> <li data-xf-list-type="ul">1d100 ≤ Skill value to succeed. Borrowed from RuneQuest, which borrowed it from D&D. Still commonly used: BRP, RuneQuest</li> <li data-xf-list-type="ul">Skills go up en mass at level up: D&D 5E, Starfinder, Pathfinder 2E, Hackmaster 3 & 4. Plus a bunch of heartbreakers and OSR games for subsets of some skills.</li> <li data-xf-list-type="ul">Majority of Skills granted by Class: D&D 3E 4E 5E, 40K RPG's from BI/FFG, FFG Star Wars, Pathfinder 1E. PF 2E has many by class, but not the majority.</li> <li data-xf-list-type="ul">Not all skills increase at the same rate per level: Not overly common, but used in many OSR games, as well as in GURPS and Hero.</li> </ul></li> <li data-xf-list-type="ul">Advancement slowing with increasing power levels: SUPER COMMON. D&D OE-5E, Starfinder, Pathfinder 1E/2E, Hackmaster, Aces & Eights, Tunnels & Trolls, FFG Star Wars, L5R, Savage Worlds... yada yada yada...</li> </ul><p></p><p>It really isn't showing its age as much as you're showing yours. It still works well for many youth, and not a few adults. </p><p></p><p>Storygames have a bunch of newer mechanics, but for the most part, the traditional side's mechanics haven't improved much at all, other than most new games in that space moving to roll high for everything or roll under percentage for everything. But storygames really aren't in the same design space as gamist games like Palladium and D&D/AD&D prior to 4E.</p><p></p><p>The most innovative mechanics of the last decade? The narrative dice mechanics of FFG's WFRP3, Star Wars, Genesys, and L5R. The "Pay you for bad stuff happening to your character" of Cortex Plus, Fate, and a few others. The Rotational GMing of Cosmic Patrol (and Valiant Universe), the Dice Pool niftiness of Cortex Plus and Sentinel Comics...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7755570, member: 6779310"] Has it? I don't think so. I mean, there are a lot of people reinventing OE D&D, and other 1st gen games, cleaning up a few inconsistencies (like which direction is better on the dice), and making money off it. Many new games are little better than the old ones. GURPS has also been frozen in the mid-80's mechanically - the look of the books is changed, but the game's only major change is switching ST & HT roles in damage taking. Hero System and Rolemaster still sell copies. There's been a lot of branching out, but really, game design's only real indsutry-wide improvement was each system having unified rolling mechanics, which start a bit before Palladium, but really don't hit all the mainstream until the late 80's. And don't hit D&D until 1999. Rifts is still quite popular with the high school crowd. As is Palladium Fantasy. Let's see the design theories used in Palladium: [list][*]Combat[list][*]active defenses in opposed rolls - Still common. [*]d20 roll high - taken straight from D&D OE, but still super common [*]Special abilities accrue with level up. Still used, albeit now either with Feats or Class Abilities, in D&D 5E, Pathfinder 1E & 2E, Hackmaster, [*]Damage to Hit Points [*]Damage rolled on polyhedrals[/list] [*]Non Combat Skills[list][*]1d100 ≤ Skill value to succeed. Borrowed from RuneQuest, which borrowed it from D&D. Still commonly used: BRP, RuneQuest[*]Skills go up en mass at level up: D&D 5E, Starfinder, Pathfinder 2E, Hackmaster 3 & 4. Plus a bunch of heartbreakers and OSR games for subsets of some skills. [*]Majority of Skills granted by Class: D&D 3E 4E 5E, 40K RPG's from BI/FFG, FFG Star Wars, Pathfinder 1E. PF 2E has many by class, but not the majority. [*]Not all skills increase at the same rate per level: Not overly common, but used in many OSR games, as well as in GURPS and Hero. [/list][*]Advancement slowing with increasing power levels: SUPER COMMON. D&D OE-5E, Starfinder, Pathfinder 1E/2E, Hackmaster, Aces & Eights, Tunnels & Trolls, FFG Star Wars, L5R, Savage Worlds... yada yada yada... [/list] It really isn't showing its age as much as you're showing yours. It still works well for many youth, and not a few adults. Storygames have a bunch of newer mechanics, but for the most part, the traditional side's mechanics haven't improved much at all, other than most new games in that space moving to roll high for everything or roll under percentage for everything. But storygames really aren't in the same design space as gamist games like Palladium and D&D/AD&D prior to 4E. The most innovative mechanics of the last decade? The narrative dice mechanics of FFG's WFRP3, Star Wars, Genesys, and L5R. The "Pay you for bad stuff happening to your character" of Cortex Plus, Fate, and a few others. The Rotational GMing of Cosmic Patrol (and Valiant Universe), the Dice Pool niftiness of Cortex Plus and Sentinel Comics... [/QUOTE]
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