What about GURPS, Traveller, Runequest and Call of Cthulhu?
None of those came close to matching the market share of D&D. Both RIFTS and White wolf in the 90s were able to actually take market share away from D&D.
What about GURPS, Traveller, Runequest and Call of Cthulhu?
None of those came close to matching the market share of D&D. Both RIFTS and White wolf in the 90s were able to actually take market share away from D&D.
If you say so. I can only report that I choked on their math and mechanics every time I tried to swallow enough just to get through character generation. I put White Wolf in the same box as later Palladium Books, and sealed it with the Elder Sign. <shudder>WoD games greatly de-emphasized the math and mechanics typical of earlier games.
Sure, although as Erick Wujcik himself pointed out, that was just a little step from the old-school RPGs (which tended, to degrees varying by GM, to go diceless for most things other than combat anyway). Obviously, that has nothing to do with WoD -- which went just the other way!Amber (1991) even brought us diceless gaming.
From what I have seen of WoD, and at closer hand of Amber, they were more about both combat and storytelling than D&D at least had been prior to AD&D 2nd Edition.These games were less about the combat and more about "storytelling"...or so it was claimed by their players.
Stripped down compared with what? Aftermath? Fringeworthy? Rolemaster? Space Opera? Spawn of Fashan? Are you roll-playing instead of Role-playing? an ad asked back in 1980, proclaiming, Tunnels & Trolls is the answer!Thus, the advent of these stripped-down games also started or greatly inflamed the whole "roll-play"/"role-play" discussion.
Gygax for one seems to have favored playing "anti-heroes" (mostly of Neutral alignment), from what I gather -- but evil PCs indeed were not favored. It is far from apparent to me how in fact favoring the evil extreme, positively wallowing in it, is any less "black and white", how it introduces "shades of gray" that were not present before. Vampires and Amberites seem simply to go as a routine to excesses of selfishness -- and self-absorption -- that would stand out as part of the varied palette in most other RPG campaigns.All of that doesn't mean that it wasn't possible to play evil PCs and anti-heroes before 1/1/91, but merely that the games themselves did not favor playing such PCs.
If you say so. I can only report that I choked on their math and mechanics every time I tried to swallow enough just to get through character generation. I put White Wolf in the same box as later Palladium Books, and sealed it with the Elder Sign. <shudder>
From what I have seen of WoD, and at closer hand of Amber, they were more about both combat and storytelling than D&D at least had been prior to AD&D 2nd Edition.
Stripped down compared with what? Aftermath? Fringeworthy? Rolemaster? Space Opera? Spawn of Fashan? Are you roll-playing instead of Role-playing? an ad asked back in 1980, proclaiming, Tunnels & Trolls is the answer!
I have played a lot of AD&D. None of those things ever tripped me up. I really don't see how #1 is an issue at all, or how #2 matches your description -- much less being a "mathematical quirk". With #3 and #4, we're dealing really with quibbles over "flavor" rather than problems in arithmetic.How much AD&D did you play? It featured
Not really, but to save space (and for "futuristic" flavor), values above 9 were often represented with alphabetic characters. <shrug> I guess it's about as nifty or off-putting as a lot of stuff "Trekkies" dig. Sort of like some folks thinking "Vancian" spell names (or the ... whatever they are ... power names in 4e) are neater than bland stuff like "fire ball".Trav used hexadecimal for stats ...
As the publishers lose interest, the RP communities in general seem to make the conversion from players to "diehards that will keep the system alive" for each system as part of the sub-culture from that peer group. I submit that is the likely cause for the birth of "Golden Age" mentality among gamers - the first stages of that status at any rate. The highly popular systems could thrive in theory after the loss of their primary publishers. So, it would be possible to see systems that are "living" through the "golden age".
*Keep in mind, the birth of the golden age mindset does not indicate the actual "date" of the start for the Golden Age - only the mentality. The actual "date" can start at any point that peer review dictates. The actual evolution of the mindset is independent of the real time game life.
I really think that RPGs are a mature industry/hobby...
...Historical wargamer dudes abide. Half a century ago, they didn't have much besides a tiny but growing hobby. Now, they have a hobby and industry of apparently sustainable size, like the model railroaders and others before them.
If D&D is on a roughly 40-year arc like that of board wargames, then we're in the final decade before final shakeout to stability. I am inclined to think that the RPG hobby as a whole has already settled into its long-term state -- except that we might expect to see more transferred from paper and pencil to electronics.
I do not expect the existing computer-games industry to turn much more in the direction of role-playing than it has already.
Not quite true. The MM came out in 77, the PHB in 78, the DMG in 79, and Deities & Demigods in 1980. Fiend Folio came out the following year. So, as far as hardcovers were concerned, the rate was one every year in the beginning. This, of course, discounts modules.
[Edit: NM, I see Mistwell beat me to it.]
I believe the '80's where The Golden Age.
My reasoning is based on the following:
1) D&D had real mainstream reach, where as in the mainstream now it plays second fiddle to World of Warcraft.
2) D&D's mainstream reach could be felt in the fact that it had a toy line, and a cartoon on a major network, and it could be purchased along side boardgames in from pretty much every toy retailer for K'Bee to Toys R Us. Today, D&D doesn't even have a print magazine devoted to it.
3) Everything that has happened since then has always been a revival of legendary content and fluff from that golden age. There is 'Return to the Tomb of Horrors' or 'Return to the Temple of Elemental Evil'. For any other 'golden age' you could name, there would be what? When people talk about experiences in classic encounters, what could you name for anything outside of The Golden Age encounters that could be anything like a shared experience or for that matter 'classic'? Nothing since then has been nearly as iconic.
4) If you took a survey of the sort of people that hang out at EnWorld, I think you'd find a disproportionate number are of the age to have been forged in the '80's.