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The Bastardization of the Game: Edition Purity versus Edition Innovation
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<blockquote data-quote="Ariosto" data-source="post: 4860636" data-attributes="member: 80487"><p><em>Chivalry & Sorcery</em> was for its time astoundingly laden with "chrome", and even the release a couple of years later of Gygax's monumental <em>Dungeon Masters Guide</em> could not topple it from its throne. To use the whole rules set proved too cumbersome for my taste, but its take on medieval-flavored fantasy has remained to this day part of my FRP "bits box". From economics to demonology, it is chock full of ideas one might wish to borrow.</p><p></p><p>Greg Stafford's <em>Pendragon</em> is a much more streamlined system that also treats many matters medieval. Perhaps uniquely among RPGs, it has a "dynastic" scope and strong emphasis on internal psychological (as well as interpersonal) conflicts. The rules for Traits and Passions (derived from systems originally developed for playing Gloranthan Dragonewts) are among the modular gems easily grafted onto other games.</p><p></p><p>Mentzer's "BECMI" edition of D&D is also rich in interesting treatments of various topics. Just for example, I find the War Machine rules often handy for military affairs.</p><p></p><p><em>RuneQuest</em> and its heirs (especially <em>Call of Cthulhu</em>) not only furthered development of the "skill-based" (rather than class-based) game, but offered elegant approaches to many questions (in particular of physical action). For all that they combine into a coherent "system", they are for the most part very modular. The treatment of spirits is one aspect that stands out to me, along with the magic in CoC and <em>Stormbringer</em>.</p><p></p><p>I can see an RQ influence in 3E D&D, another buffet of mechanical techniques.</p><p></p><p><em>Fringeworthy</em>, and Tri-Tac's other games, seemed to have a rule for nearly everything. Many of those (most memorably the hit-location tables) were overly complex, but others can be useful if one should desire more detail on a given topic. Adaptation to D&D is remarkably easy in most cases.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4860636, member: 80487"] [I]Chivalry & Sorcery[/I] was for its time astoundingly laden with "chrome", and even the release a couple of years later of Gygax's monumental [I]Dungeon Masters Guide[/I] could not topple it from its throne. To use the whole rules set proved too cumbersome for my taste, but its take on medieval-flavored fantasy has remained to this day part of my FRP "bits box". From economics to demonology, it is chock full of ideas one might wish to borrow. Greg Stafford's [I]Pendragon[/I] is a much more streamlined system that also treats many matters medieval. Perhaps uniquely among RPGs, it has a "dynastic" scope and strong emphasis on internal psychological (as well as interpersonal) conflicts. The rules for Traits and Passions (derived from systems originally developed for playing Gloranthan Dragonewts) are among the modular gems easily grafted onto other games. Mentzer's "BECMI" edition of D&D is also rich in interesting treatments of various topics. Just for example, I find the War Machine rules often handy for military affairs. [I]RuneQuest[/I] and its heirs (especially [I]Call of Cthulhu[/I]) not only furthered development of the "skill-based" (rather than class-based) game, but offered elegant approaches to many questions (in particular of physical action). For all that they combine into a coherent "system", they are for the most part very modular. The treatment of spirits is one aspect that stands out to me, along with the magic in CoC and [I]Stormbringer[/I]. I can see an RQ influence in 3E D&D, another buffet of mechanical techniques. [I]Fringeworthy[/I], and Tri-Tac's other games, seemed to have a rule for nearly everything. Many of those (most memorably the hit-location tables) were overly complex, but others can be useful if one should desire more detail on a given topic. Adaptation to D&D is remarkably easy in most cases. [/QUOTE]
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