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WoTC products, going downhill?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3645739" data-attributes="member: 22882"><p>If you were to comb the "Best Of d20 Design" - certain Unearthed Arcana variants, True20, Mutants and Masterminds, the Book of Nine Swords and other D&D 3.5 supplements, Iron Heroes, Arcana Evolved, Spycraft, Elements of Magic, d20 Modern, Grim Tales, the D&D Miniatures and Star Wars Miniatures games and more - you could probably cobble together a d20-based rulesset as streamlined, tactical, cinematic and evocative as the complete package of Star Wars Saga.</p><p></p><p>Indeed, I sincerely hope so, because if that's true, it should be possible to reverse-engineer an OGL equivalent as good as Saga is - which will, presumably, eventually get even better than the current offering.</p><p></p><p>Prior to Star Wars Saga, however, such a system did not exist in print.</p><p></p><p>Mutants and Masterminds may be as good a system as Star Wars Saga overall, perhaps even better - but it is a fundamentally different sort of game despite their common, d20 roots - one without the positioning-based tactics D&D and its descendants have prided themselves on since emerging from Chainmail, one without the classes and regularly advancing levels so familiar to D&D players.</p><p></p><p>Savage Worlds may be on the same level as Star Wars Saga and fills a similar niche, but because it's not d20, it is both a new system to learn (albeit quickly) and unable to readily access the wealth of d20 Modern and D&D-compatible material released under the OGL - most of which can be ported to Star Wars Saga with little to no modification.</p><p></p><p>Saga is an evolutionary step, not a revolutionary one.  It's not doing anything completely new or different - it's doing pretty much the same thing as D&D and d20 Modern, just much, much better.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3645739, member: 22882"] If you were to comb the "Best Of d20 Design" - certain Unearthed Arcana variants, True20, Mutants and Masterminds, the Book of Nine Swords and other D&D 3.5 supplements, Iron Heroes, Arcana Evolved, Spycraft, Elements of Magic, d20 Modern, Grim Tales, the D&D Miniatures and Star Wars Miniatures games and more - you could probably cobble together a d20-based rulesset as streamlined, tactical, cinematic and evocative as the complete package of Star Wars Saga. Indeed, I sincerely hope so, because if that's true, it should be possible to reverse-engineer an OGL equivalent as good as Saga is - which will, presumably, eventually get even better than the current offering. Prior to Star Wars Saga, however, such a system did not exist in print. Mutants and Masterminds may be as good a system as Star Wars Saga overall, perhaps even better - but it is a fundamentally different sort of game despite their common, d20 roots - one without the positioning-based tactics D&D and its descendants have prided themselves on since emerging from Chainmail, one without the classes and regularly advancing levels so familiar to D&D players. Savage Worlds may be on the same level as Star Wars Saga and fills a similar niche, but because it's not d20, it is both a new system to learn (albeit quickly) and unable to readily access the wealth of d20 Modern and D&D-compatible material released under the OGL - most of which can be ported to Star Wars Saga with little to no modification. Saga is an evolutionary step, not a revolutionary one. It's not doing anything completely new or different - it's doing pretty much the same thing as D&D and d20 Modern, just much, much better. [/QUOTE]
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