Primitive Screwhead
First Post
I cant really speak on the other things like exception based design, but I don't see how modular design (unless I misunderstand the term) was borrowed from computer science. Even if it did exist in computer science that doesn't mean it was brought form that discipline into rpgs. Modular approaches to design have been around in rpgs for quite some time now.
Being a programmer, I think it is the structured approach to modular design in which your core framework is designed to interface easily with the modular components. Kinda like the USB port provides a standard interface with external devices, an RPG that has a coherent framework can accept various mods without out-balancing things.
For instance, spell point systems in 3x in theory are a direct swap for vancian magic, but the flexibility and nova capabilities changes how the session plays out.. so the module actually changes the game.
Ideally you should be able to play a vancian mage, a spell point mage, a sorcerer, a psion, and a jedi all in the same game system without one character affecting the groups choice of playstyle.
Re: MtG and art. I was working a game store when that game first came out and I guarantee that the black-border cards did not have awesome, cutting edge art. The game is successful because it is easy to learn, has alot of complexity, ever widening choices, and timed just right to savor wins and not get soured over losses. And because it is addictive, you *know* that your deck can best the other guys if only you had the right card come out.