The transition from historical war games to war games based on fiction (fantasy in this case), also openend a can of worms, because suddenly we are not any longer operating on axioms of realism, but on genre tropes. It took around 10 years (at least that's how I understand it), for this difference to become explicitly noticed. As far as I know CoC and Marvel FASERIP were the first games to hardwire the tropes in the rules.
This is not about having magic in the world, but about having bigger than life heroes, plot immunity, etc. The whole 90ies (AD&D2, WoD) seemed to be a time of struggle, in which people tried to enforce this via best practices ("How to run a good game") instead of just focusing of designing rules according to what they wanted to achieve - at least in the mainstream. Only in the 00ies the rules were fully understood as having another potential: providing an exciting game as well enforcing a genre. Latter not really in D&D 3.X though.
Saturday, July 21, 2012
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