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General Tabletop Discussion
*TTRPGs General
What are the big non-d20/non-D&D Game Systems?
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<blockquote data-quote="Staffan" data-source="post: 4351758" data-attributes="member: 907"><p>Way back in the day (1990 I think), White Wolf hit it big with a game called Vampire: The Masquerade, and followed it up with a series of other games using more-or-less the same system, which they called Storyteller, and set in more-or-less the same setting, called World of Darkness. They made a few tweaks here and there to the basic game engine (like adding "bashing" damage), but it was pretty much the same thing.</p><p></p><p>Later (2000-ish), they released another game, called Exalted, using a relatively divergent variant of Storyteller.</p><p></p><p>After that, they decided that their old World of Darkness games had become a bit unwieldy with way too much metaplot and stuff, so they released a couple of sourcebooks that blew up the world, and then released a new World of Darkness line that was a bit more down-to-earth and focused on personal rather than cosmic issues. The approach used this time was a bit different: they started with a core World of Darkness book with rules for "normal" stuff (and some low-level supernatural stuff, like ghosts), and then made a couple of attached product lines that had rules for a given type of supernatural being and the things related to that type - Vampire: the Requiem, Werewolf: the Forsaken, and so on.</p><p></p><p>Oh, and after that, they made a new version of Exalted that changed the rules quite a bit (the biggest change was moving from round-based combat to a system where each action takes a variable number of "ticks" to perform), and then Scion which was pretty darn close to the new Exalted system.</p><p></p><p>And somewhere in all that mess was a trio of games called Trinity, Aberrant, and Adventure!, who also used a variant of the Storyteller system. These games were all about the same setting, but at different points in time and about different kinds of people.</p><p></p><p>So of the current games: Exalted and Scion use one system, and the World of Darkness product lines use another. While you can see similarities in the systems (both use "roll a bunch of d10s and see how many get X or more" at their core), they have diverged pretty far from one another. Sort of how you can see that Pendragon and Call of Cthulhu have evolved from common roots, but nowadays they're pretty different.</p></blockquote><p></p>
[QUOTE="Staffan, post: 4351758, member: 907"] Way back in the day (1990 I think), White Wolf hit it big with a game called Vampire: The Masquerade, and followed it up with a series of other games using more-or-less the same system, which they called Storyteller, and set in more-or-less the same setting, called World of Darkness. They made a few tweaks here and there to the basic game engine (like adding "bashing" damage), but it was pretty much the same thing. Later (2000-ish), they released another game, called Exalted, using a relatively divergent variant of Storyteller. After that, they decided that their old World of Darkness games had become a bit unwieldy with way too much metaplot and stuff, so they released a couple of sourcebooks that blew up the world, and then released a new World of Darkness line that was a bit more down-to-earth and focused on personal rather than cosmic issues. The approach used this time was a bit different: they started with a core World of Darkness book with rules for "normal" stuff (and some low-level supernatural stuff, like ghosts), and then made a couple of attached product lines that had rules for a given type of supernatural being and the things related to that type - Vampire: the Requiem, Werewolf: the Forsaken, and so on. Oh, and after that, they made a new version of Exalted that changed the rules quite a bit (the biggest change was moving from round-based combat to a system where each action takes a variable number of "ticks" to perform), and then Scion which was pretty darn close to the new Exalted system. And somewhere in all that mess was a trio of games called Trinity, Aberrant, and Adventure!, who also used a variant of the Storyteller system. These games were all about the same setting, but at different points in time and about different kinds of people. So of the current games: Exalted and Scion use one system, and the World of Darkness product lines use another. While you can see similarities in the systems (both use "roll a bunch of d10s and see how many get X or more" at their core), they have diverged pretty far from one another. Sort of how you can see that Pendragon and Call of Cthulhu have evolved from common roots, but nowadays they're pretty different. [/QUOTE]
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What are the big non-d20/non-D&D Game Systems?
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