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Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7769561" data-attributes="member: 6873517"><p>I very much agree with this. Lots of new games were explicitly built to handle some perceived deficiency of D&D. <em>Rolemaster</em>, for instance, started out as a set of "advanced" rules that were pretty clearly to be added to D&D for players looking for a more detailed set of rules. It became a game in its own right. I'm not familiar with the <em>Rifts</em> family of games much, but they are fairly clearly D&D derivatives. I've mentioned the business side, too, and I think it bears remembering: Back in the day, TSR was known as They Sue Regularly for a reason. Many game rule innovations happened because designers needed to deviate enough to avoid a tort.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7769561, member: 6873517"] I very much agree with this. Lots of new games were explicitly built to handle some perceived deficiency of D&D. [I]Rolemaster[/I], for instance, started out as a set of "advanced" rules that were pretty clearly to be added to D&D for players looking for a more detailed set of rules. It became a game in its own right. I'm not familiar with the [I]Rifts[/I] family of games much, but they are fairly clearly D&D derivatives. I've mentioned the business side, too, and I think it bears remembering: Back in the day, TSR was known as They Sue Regularly for a reason. Many game rule innovations happened because designers needed to deviate enough to avoid a tort. [/QUOTE]
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