Why 4e is a good thing (even if you hate it)

Perhaps not huge splashes:

- New World of Darkness
- Runequest (Mongoose)

I don't know if I would really include WoD because it was a new edition to an already existing game. Not really a "new" system...

Not sure about Runequest? I don't know enough about it.

I'm saying though- what wholly new systems, not new editions, came out during that time period? Anything?
 

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Not sure about Runequest? I don't know enough about it.

Runequest was revived from the dead in 2006. It was more or less in freefall since the mid 1980's and largely disappeared for a decade until Mongoose revived it.

The History of RuneQuest

I'm saying though- what wholly new systems, not new editions, came out during that time period? Anything?

Can't think of any new systems offhand, which made a huge lasting splash.
 

FATE, Savage Worlds, Exalted, Burning Wheel, and Sorcerer, off the top of my head. Dogs in the Vineyard, if that counts as making a splash.
 


I've been wracking my brain trying to think of any systems that came out and made any kind of splash between 2000 and 2006-7ish that weren't d20 or d20 based...

Maybe it's just me.. but anyone?

Exalted, though that was based on the existing Storyteller system.

Does Burning Wheel count as "making a splash?"

Point taken though; it's not an easy list to imagine!
 


Before 4E had been released, the only game I had ever played was D&D. Then once 4E came out, we tried it for a little while. We went back to 3.5E, but we also started branching out and trying new games. I don't know why. Pathfinder, Castles & Crusades, Song of Ice and Fire, d20 Modern, and Mouseguard have all enjoyed at least a sandbox game at my table since the advent of 4E.

I don't know what that says about me or my group, or 4E, or the gaming industry. Honestly I never even thought about it until now. I don't know about anyone else, but the OP's theory definitely applies to me. Our horizons definitely expanded after 4E.
 
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One thing that I've noticed since 4e has come out, is that it really has expanded the horizons of gamers. There are a lot more people interested in other systems besides 3.5 and 4e, where as before 4e's release d20 had pretty much conquered the market.

This is especially a good thing for the industry, as WotC broke their own semi-monopoly on role-playing - and still making a profit off of 4e. 4e is a system that lets some fresh meat into the hobby - and some of these people who start in 4e will branch out into other RPGs.

That, and Pathfinder wouldn't be what it is without 4e. ;)
Well, I think one of the reasons that people have started branching out to other systems too, is that the shift from 3.x to 4e brought to the forefront to the "average gamer" that an RPG is a construct. The rules are created by somebody, designed around certain mathematical formulas, with particular assumptions about how in-game resolutions should be handled. I know for me I never thought twice about the inherent math of D&D, from OD&D, to 2e, or 3e, because I was too busy wanting to play the games and develop content.

However, the "Edition Wars," if nothing else, showed us as gamers that there ARE assumptions about what goes into making and playing an RPG, and that the assumptions of the creators are not always the assumptions of the players. Thus, if a rule change doesn't seem to "work" for a particular play style, and you're now aware that there are other rule sets designed for other play styles, we'll all be more apt to check those systems out.

The thing D&D has going for it--and always has--is that Gygax based it on tropes and schemes that most of us are already familiar with--Tolkien, Greek mythology, Merlin/King Arthur legends, etc., and the rules he constructed were mostly designed to "fit" that general scheme. One of the reasons I have yet to try Exalted, or Legend of the Five Rings, or Shadowrun, is that I'm not as familiar with the tropes of those settings, and so I feel a bit like a fish out of water.
 


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