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The End of the Gaming Renaissance
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<blockquote data-quote="Hussar" data-source="post: 4983589" data-attributes="member: 22779"><p>Another thought about the difference between Renaissance and Post Modern (if that's the right terms) RPG's.</p><p></p><p>Transparency.</p><p></p><p>In Renaissance era games, there was little to no transparency. Game ideas were not explained and, quite often, even if they were to be explained, it would amount to, "Well, it seemed like a good idea." For example, in 1e, why were THOSE particular numbers chosen for the level limits of non-human characters? Why does a longsword do d12 damage vs large creatures but a batle axe only d8? On and on.</p><p></p><p>The numbers often were arbitrary. </p><p></p><p>Compare to games, particularly games published post OGL. You get designer sidebars right in the text of the games TELLING you why these numbers were chosen. Often the numbers can be reverse engineered to the point where you can see exactly how that number was chosen.</p><p></p><p>Look at 3e D&D. Why do you never give a +1 stat bonus? Anyone who has played 3e for a decent amount of time can answer that question. Why do no creatures move 25 feet? On and on.</p><p></p><p>Now, I'm not saying anything is perfect. There are loads of unanswered questions out there. But, the difference is, Post Modern games make the attempt to be as transparent as possible to the users. Renaissance games made no such attempt.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4983589, member: 22779"] Another thought about the difference between Renaissance and Post Modern (if that's the right terms) RPG's. Transparency. In Renaissance era games, there was little to no transparency. Game ideas were not explained and, quite often, even if they were to be explained, it would amount to, "Well, it seemed like a good idea." For example, in 1e, why were THOSE particular numbers chosen for the level limits of non-human characters? Why does a longsword do d12 damage vs large creatures but a batle axe only d8? On and on. The numbers often were arbitrary. Compare to games, particularly games published post OGL. You get designer sidebars right in the text of the games TELLING you why these numbers were chosen. Often the numbers can be reverse engineered to the point where you can see exactly how that number was chosen. Look at 3e D&D. Why do you never give a +1 stat bonus? Anyone who has played 3e for a decent amount of time can answer that question. Why do no creatures move 25 feet? On and on. Now, I'm not saying anything is perfect. There are loads of unanswered questions out there. But, the difference is, Post Modern games make the attempt to be as transparent as possible to the users. Renaissance games made no such attempt. [/QUOTE]
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