When designing a ttrpg you can either choose to ignore D&D or you can choose to consider it carefully in contrast to your design. The former has always ended in failure, so ignore Dungeons & Dragons at your peril.
RPGPundit Currently Smoking: Neerup Bent Billiard + Peterson's Wild Atlantic
Gygax's main accomplishment was that he created a number of algorithms to bring the world of sword and sorcery genre to life in a set of game mechanics similar to Battleship. The D&D way of gaming held, because the form touched on a number of cultural rituals. For instance, take dungeon adventure format of the Keyed Dungeon Map, which is really a flowchart of the dungeon adventure. Flowcharts were used heavily in the IT industry when D&D evolved. If you are going to design another role playing game (as opposed to a set of rules to run your setting), you gonna have to come up with a set of iconic game rituals and mini games to explore whatever the new thematic structure of your game.
Gygax's main accomplishment was that he created a number of algorithms to bring the world of sword and sorcery genre to life in a set of game mechanics similar to Battleship. The D&D way of gaming held, because the form touched on a number of cultural rituals. For instance, take dungeon adventure format of the Keyed Dungeon Map, which is really a flowchart of the dungeon adventure. Flowcharts were used heavily in the IT industry when D&D evolved. If you are going to design another role playing game (as opposed to a set of rules to run your setting), you gonna have to come up with a set of iconic game rituals and mini games to explore whatever the new thematic structure of your game.
ReplyDelete