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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Joe Pilkus" data-source="post: 8185603" data-attributes="member: 6961864"><p>Great piece and I wholeheartedly agree with the main points and it sparked some interesting, if unexpected, discussion. As an RPG player for four decades you cite those elements that I find most appealing. </p><p></p><p>Earlier, zarionofarabel mentions Traveller and in the original version, for which Marc Miller should be commended, I absolutely abhored the fact that there was no progression. I have a job and a mortgage...I don't want to play a game in which I have a job and a mortgage. To that end, we thus created and devised our own progression tracks.</p><p></p><p>I have put pen to paper on numerous occasions to design an RPG and it's a daunting task. I tip my hat to those who have come before me and penned these wonderful RPGs over the past five decades.</p><p></p><p>Cheers,</p><p>Joe</p></blockquote><p></p>
[QUOTE="Joe Pilkus, post: 8185603, member: 6961864"] Great piece and I wholeheartedly agree with the main points and it sparked some interesting, if unexpected, discussion. As an RPG player for four decades you cite those elements that I find most appealing. Earlier, zarionofarabel mentions Traveller and in the original version, for which Marc Miller should be commended, I absolutely abhored the fact that there was no progression. I have a job and a mortgage...I don't want to play a game in which I have a job and a mortgage. To that end, we thus created and devised our own progression tracks. I have put pen to paper on numerous occasions to design an RPG and it's a daunting task. I tip my hat to those who have come before me and penned these wonderful RPGs over the past five decades. Cheers, Joe [/QUOTE]
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