ExploderWizard
Hero
There can only be a "one true system" so long as there is only one type of game that I want to play forever. Since that is very likely to never happen, the chances for the one true system to reveal itself are slim to none.
Using d20 for your own game feels like design laziness to me, like saying, "My game isn't worth really making a game. I'll just use a system that isn't a good fit because everyone else is doing it."
The only time I think you could justifiably call someone in the game industry lazy related to d20 was when Mongoose published the OGL verbatim in book format, both the player's guide and the gamemaster's book. Even then it was ingenious on their part because the realized that people would pay for a cheap printed copy of the material.
There can only be a "one true system" so long as there is only one type of game that I want to play forever. Since that is very likely to never happen, the chances for the one true system to reveal itself are slim to none.
Sure. There is only so much you can do. But I've seen an awful lot of variety. I doubt we'll hit the ceiling any time soon.The problem with that logic though is that there are a finite number of ways to generate probability when it comes to games. Eventually you have to repeat or it becomes tedious.
Roll dx
Roll 2dx
Roll 3dx
Roll 4dx
Roll (and you see the progression)
Alternative styles such as roll and keep, percentile, dx+dy, draw a card, draw a card from a bigger deck, and so on, cover that gambit but eventually they would expound to an unmanageable level.
But would a different mechanic work better? The vast majority of the times I believe the answer to be yes.The use of the OGL or d20 license serves only to allow association to a shared system, originally D&D, but now has grown to include other game systems. The copying of the mechanics itself isn't lazy, it's just picking a mechanic that works for what you want.
Although it may have sounded like I was saying that people should create their own systems just to be different, that isn't really what I'm getting at. My contention is that systems have a strong impact on the entire tone of the game, and that the wrong system hurts your game, while the right system makes it come alive.That's actually why you can't copyright mechanics because they realized that there was a limitation on methods of producing variables. Even if you switched over to a computer format using basic mathematical calculations you would be limited. For simplicity sake you have to use a standard variable generator or every time someone decided to create something new they would have to create an outlandish formula and then somehow verify no one else was using it in order to add it to a new game.
Sounds like you are making my point for me here, so I'll avoid commenting on the analogy.Even if you mean that "using the d20 system to create your game is lazy" that still really isn't since they are modifying it to their own uses a lot of time. If we didn't modify or adapt something then there would be no evolution in technology or in terms, gaming. People would still be living in caves because there is not point in having anything better. No car, since there would have been no predecessor to it dating back to the wheel. Because why build a wheel when walking is just as good?
See above. It's not to be gimmicky (or shouldn't be), but rather to better express a feel you are trying to convey.No, the use of the d20 is not lazy. It's just practical. Why wrestle with trying to make the next mathematical break through in order to be different from company Z?
The only time I think you could justifiably call someone in the game industry lazy related to d20 was when Mongoose published the OGL verbatim in book format, both the player's guide and the gamemaster's book. Even then it was ingenious on their part because they realized that people would pay for a cheap printed copy of the material.
Savage Worlds d20 is a pretty silly idea. Sure, you could convert the settings over, but although I'm not overly familiar with them, I can predict that a lot of the play experience would be lost.
I wish more people could grasp this.Although it may have sounded like I was saying that people should create their own systems just to be different, that isn't really what I'm getting at. My contention is that systems have a strong impact on the entire tone of the game, and that the wrong system hurts your game, while the right system makes it come alive.
One point that I don't think has yet been raised is that it is only complexity which allows diversity. At the maximum end of simplicity, all systems are exactly alike: The GM decides what happens. It isn't hard to see, then, that if one uses very simple games, a similar family of character generation systems, conflict resolution systems, and character advancement systems would arise even in response to highly distinct settings.When making a new game, it seems productive to start with the feel you want and designing a system that gives you that in the most effective way you can think of... There is something fundamentally different, to me, between a setting based off of a generic rules system, and a distinct game.
Out of curiosity, why would you say that is?I also tend to think that WotC's d20 is a poor system in general.
Wow...thanks for opening my eyes to different perspectives. I'm so much the opposite that it barely makes sense to me for people to have that attitude. For me, if another system is too derivative of an existing system, it's a waste of space. Just give me the setting and skip the rules in that case. If I'm trying a new game I want a new system. Or even, as you mentioned, a generic system that can cover multiple settings/genres, so I'm really just buying the new setting that interests me.
I see this attitude of mine manifested in my extreme dislike of all non-D&D systems that make use of the d20 OGL. (Note, I'm not objecting to having twenty-sided dice as part of a system, just using WotC's d20 system.) I've actually seen some settings that looked extremely interesting to me, but once I discovered they were d20 I had no interest in them anymore, and it was a shame.
Using d20 for your own game feels like design laziness to me, like saying, "My game isn't worth really making a game. I'll just use a system that isn't a good fit because everyone else is doing it."
I don't know, maybe it's true that the majority think like you say, and if so then that would be a good business decision. I'm just an RPG child of pre-OGL, so I'm used to new games always coming with a customized system.
Maybe I'll continue this rant in it's own topic as more polished and useful criticism.
I wish more people could grasp this.
One point that I don't think has yet been raised is that it is only complexity which allows diversity. At the maximum end of simplicity, all systems are exactly alike: The GM decides what happens. It isn't hard to see, then, that if one uses very simple games, a similar family of character generation systems, conflict resolution systems, and character advancement systems would arise even in response to highly distinct settings.
A case in point: My gaming group and I made a simple game for adventuring Ancient Egypt. Changing the monsters, some equipment, the coinage system, and a few spells, it rapidly became a game for adventuring in Hellenic Greece. It wasn't that we refused to make changes that would break the mold, but that after rebuilding everything we needed in order to capture the spirit of rationalism and seafaring that marked ancient Greece, the core of the system was exactly the same.
So while I do agree in principle that mechanics meshed with setting are much better than generic systems, if one is willing to move in a minimalist direction, I also think that the idea of finding One True System that does everything becomes much more feasible.
Out of curiosity, why would you say that is?
Just to be clear, that's not my personal view on systems but just a guess that there is a significant portion of the market that operates that way. I'm a 'Generic' all the way. I'm pretty sure that it comes from my playing Hero/Champions since the 80's and internalizing the system's core concept* of 'reasoning from effect'. It colors my view of every other RPG as a result. I often see a lot of cool settings with very 'so so' mechanics that drive me crazy. It doesn't keep me from playing those games when invited as long as I don't have to purchase books.