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Who are the most inventive game designers?
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<blockquote data-quote="Fedifensor" data-source="post: 1938090" data-attributes="member: 7289"><p>Actually, I think the true genius of a designer is either shaping the rules to fit their invention, <strong>or</strong> shaping the invention to fit the rules.</p><p></p><p>Steve Kenson is probably the master of the former, based on what he did with Mutants and Masterminds. It takes a lot of talent to get <em>Champions</em> diehards to take a second look at a different superhero game system.</p><p></p><p>I think Keith Baker deserves special mention for the latter. He created the 'kitchen sink' world for WotC, capable of fitting in everything designed for D&D so far...and it's done well, in a way that isn't contrived. Furthermore, he gives a new take on long-established parts of the system, without changing the rules. Eberron will definately be the most useful product I've picked up this year.</p><p></p><p>I have to say that Monte is the odd man out. Arcana Unearthed was a great book...but despite his claims of incorporating 'what he liked' out of D&D 3.5, it's pretty much D&D 3.0 (except for his new rules that don't have anything in common with either system). AU retains the old DR that forces players to search for +5 weapons, Ambidexterity + Two-Weapon Fighting as a two-feat combo, the exclusive attack progression for monks...er, Oathsworn, etc. </p><p></p><p>He has a lot of new things, but his attachment to some of the worse parts of 3.0 held the book back in my eyes. Especially since Arcana Unearthed is just different enough that I can't pull classes and races directly from it to a standard D&D game. Which means unless I can somehow convince my gaming group to discard standard D&D for AU, I'll never get to use the book. And, no matter how innovative a product is, it comes down to the harsh reality of getting 4+ people to sit down at the gaming table and play it.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 1938090, member: 7289"] Actually, I think the true genius of a designer is either shaping the rules to fit their invention, [b]or[/b] shaping the invention to fit the rules. Steve Kenson is probably the master of the former, based on what he did with Mutants and Masterminds. It takes a lot of talent to get [i]Champions[/i] diehards to take a second look at a different superhero game system. I think Keith Baker deserves special mention for the latter. He created the 'kitchen sink' world for WotC, capable of fitting in everything designed for D&D so far...and it's done well, in a way that isn't contrived. Furthermore, he gives a new take on long-established parts of the system, without changing the rules. Eberron will definately be the most useful product I've picked up this year. I have to say that Monte is the odd man out. Arcana Unearthed was a great book...but despite his claims of incorporating 'what he liked' out of D&D 3.5, it's pretty much D&D 3.0 (except for his new rules that don't have anything in common with either system). AU retains the old DR that forces players to search for +5 weapons, Ambidexterity + Two-Weapon Fighting as a two-feat combo, the exclusive attack progression for monks...er, Oathsworn, etc. He has a lot of new things, but his attachment to some of the worse parts of 3.0 held the book back in my eyes. Especially since Arcana Unearthed is just different enough that I can't pull classes and races directly from it to a standard D&D game. Which means unless I can somehow convince my gaming group to discard standard D&D for AU, I'll never get to use the book. And, no matter how innovative a product is, it comes down to the harsh reality of getting 4+ people to sit down at the gaming table and play it. [/QUOTE]
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