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Why DO Other Games Sell Less?
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<blockquote data-quote="eyebeams" data-source="post: 3000133" data-attributes="member: 9225"><p>No, I'm actually referring to what actual game designers have said about their inspirations, like:</p><p></p><p>1) Jonothan Tweet and Mark Rein-Hagen's Ars Magica specifically refers to the game being a reaction to the conventions of D&D in terms of the power of wizards and the use of historical myth instead of a wholly invented world. This is in the text of the 2nd edition, in fact.</p><p>2) Vampire was descended from Ars Magica to the point of using aspects of Ars' setting.</p><p>3) Ron Edwards cited his dissatisfaction with games like Vampire (and specifically names Vampire in multiple posts and articles). Accordingly, Sorcerer uses a Humanity stat to represent the power/alienation conflict that the game shares with Vampire.</p><p></p><p>Incidentally, this chain of influence recurses on itself, as Ars Magica was a design inspiration for 3e.</p><p></p><p>So by *taking games designers at their word* you can draw a claer line of development from D&D to Sorcerer. This is based on the actual facts as the designers of these games relate them and not on your feelings about paragraphs more than a sentence or two long.</p><p></p><p></p><p></p><p>I've cited Strike's place in the game's actual text, since, y'know, I actually own The Burning Wheel. Quoted sections from The Burning Wheel characterize strike as the basic maneuver. Essentially, you're arguing with Luke Crane, not me. </p><p></p><p>You are, however providing an excellent example of how the striking model of combat is so ingrained that it is transparent for a typical gamer.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 3000133, member: 9225"] No, I'm actually referring to what actual game designers have said about their inspirations, like: 1) Jonothan Tweet and Mark Rein-Hagen's Ars Magica specifically refers to the game being a reaction to the conventions of D&D in terms of the power of wizards and the use of historical myth instead of a wholly invented world. This is in the text of the 2nd edition, in fact. 2) Vampire was descended from Ars Magica to the point of using aspects of Ars' setting. 3) Ron Edwards cited his dissatisfaction with games like Vampire (and specifically names Vampire in multiple posts and articles). Accordingly, Sorcerer uses a Humanity stat to represent the power/alienation conflict that the game shares with Vampire. Incidentally, this chain of influence recurses on itself, as Ars Magica was a design inspiration for 3e. So by *taking games designers at their word* you can draw a claer line of development from D&D to Sorcerer. This is based on the actual facts as the designers of these games relate them and not on your feelings about paragraphs more than a sentence or two long. I've cited Strike's place in the game's actual text, since, y'know, I actually own The Burning Wheel. Quoted sections from The Burning Wheel characterize strike as the basic maneuver. Essentially, you're arguing with Luke Crane, not me. You are, however providing an excellent example of how the striking model of combat is so ingrained that it is transparent for a typical gamer. [/QUOTE]
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