|
A Brief History of Fashion in RPG Design
|
1975-1980: Explorational Wargames
There is no doubt that role-playing games in general originated
from Dungeons & Dragons. The early games were clearly related to
wargames, but with a twist. There was an explorational
component, expressed as keyed maps fully known only to the GM.
This map-based approach to adventure was vital to how adventures
were conceived.
It is worth noting that this is a very player-driven approach in
many ways, compared with later story-oriented adventures. While
it is expected that the players stay within the bounds of the
underground complex, the pace and direction of the actions is
generally controlled by the players. Especially with a published
module, the GM's function becomes almost marginal -- revealing
the contents of the keyed description for that map location, and
rolling for monsters.
Notable RPGs influenced by this movement include:
1973: Dungeons & Dragons (TSR)
1975: En Garde (GDW), Tunnels & Trolls (FB)
1977: Melee (Metagaming)
1978: Gamma World (TSR)
1980: Dragonquest (SPI)
1978-1988: Literary Simplicity
Certainly in reaction to the wargame-like approach of D&D, a
more literary approach to role-playing came at first from
Chaosium. It made a number of games from literary adaptations.
For Chaosium, the rules were based on a percentile skill-based
system originally developed for "RuneQuest". However, later
revisions of it came to be known as "Basic Roleplaying" (BRP),
and were simpler than RQ.
BRP's approach had a few key ideas:
* A simple system which tried to be transparent.
* Personality mechanics tailored to genre, such as CoC's Sanity
and Pendragon's Virtues.
* More literary genres, with more emphasis on setting and
culture rather than violence.
* Investigatory adventures, where play revealed a back-story of
some sort. A typical adventure would have described locations,
but more importantly would have clues through which the PCs
could uncover the history of the current situation. Doing so
would quickly lead to the resolution of the adventure.
I would call RuneQuest a precursor to this fashion. The later
literary Chaosium games generally simplified the RuneQuest
system, and tried to add genre-based options.
Notable RPGs influenced by this movement include:
1978: RuneQuest (Chaosium)
1981: Call of Cthulhu (Chaosium), Stormbringer (Chaosium)
1983: Ringworld (Chaosium)
1985: Pendragon (Chaosium), Skyrealms of Jorune
1987: Ars Magica (Lion Rampant)
1988: Space:1889 (GDW)
What is interesting in this is the approach of GDW to their
Space:1889 game. In a major change from their previous efforts
in "Traveller 2300" and "Twilight 2000", they went with a very
rules-lite approach for Space:1889. However, this turned out
unsuccessful.
1980-1988: Rules-Heavy Worlds
The eighties began with a move towards more completist rules
sets. The key system which began the trend was Iron Crown
Enterprise's Rolemaster, which came out as a series of rules
modules. This also took some inspiration from RuneQuest -- but
whereas BRP simplified the RuneQuest rules, Rolemaster added
more detail and complexity. Stylistically, this was a move
towards a more gritty, naturalist type of game. Where D&D
modules were about isolated dungeons, these modules were about
regions of the world. One can see this clearly in the product
lines for Space Opera, Middle Earth Role-Playing, Twilight 2000,
and HârnMaster.
Notable RPGs influenced by this movement include:
1978: RuneQuest (Chaosium)
1980: Rolemaster (ICE), Space Opera (FGU)
1981: Aftermath (FGU)
1983: Powers and Perils (Avalon Hill)
1984: Middle Earth Roleplaying (ICE), Twilight 2000 (GDW)
1986: HârnMaster (Columbia), Phoenix Command (Leading Edge),
Space Master (ICE), Traveller 2300 (GDW)
1984-1993: Comical Rules-lite
The competing trend in the eighties was the emergence of truly
rules-lite systems -- certainly in part in reaction to the heavy
rulesets. This was kicked off in 1984 with Steve Jackson Games'
Toon and TSR's Marvel Superheroes. Hallmarks include:
* A focus on beginning players. This includes a very quick and
easy introductory guide, along with components for use in play
(like Marvel's character cards, maps, and counters).
* Simple and colorful mechanics.
* Comical genres, in the sense of naturally illustrated through
comics or cartoons. This is explicit in Marvel, Toon, and Prince
Valiant -- but true for the rest as well. Paranoia's tone is set
by the darkly humorous comics and taglines in the rulebook.
Notable RPGs influenced by this movement include:
1984: Adventures of Indiana Jones (TSR), Chill (Pacesetter),
Marvel Superheroes (TSR), Paranoia (WEG), Toon (SJG)
1986: Ghostbusters (WEG)
1987: Teenagers from Outer Space (RTG)
1988: Macho Women With Guns (BTRC)
1989: Prince Valiant (Chaosium)
1993: Amazing Engine (TSR)
This trend was very strong for a short time. Companies produced
some RPGs which look quite different from previous efforts and
future ones. However, the trend died out. Nineties publishing
saw the end of the boxed set and the colorful 32-page booklet.
Both Chaosium's Prince Valiant and TSR's Amazing Engine games
were marketplace disappointments. The nineties were dominated by
more crunchy, darker-toned games.
1986-Present: Universal Problem-Solving
Steve Jackson Games grabbed a solid central market share with
its game GURPS. While Chaosium had tried a similar approach with
"Worlds of Wonder" in 1982, it was half-hearted at best. In many
ways, this trend is the natural extension of the "Rules-Heavy
Worlds" movement. It was impractical to develop and test a new
complex rule set for each setting, so the rules were developed
separately. Nearly all RPG companies developed their own house
system, and many publish it in a "universal" form at some point.
But besides being universal, there were other elements that
GURPS emphasized.
* True to the rules-heavy predecessors, there is a focus on
world background -- but little focus on matching genre
conventions of the stories. GURPS also developed an emphasis on
real-world research and history.
* Sourcebooks and adventures tended to be well-researched and
literate. But whereas the "Literary Simplicity" movement had
adventures which revealed a genre-tinged backstory, GURPS
adventures tend to be about skillful problem-solving. This is
more than tactical combat, but it
* GURPS adapted the open point-based character creation of Hero
Games' "Champions". This introduced a distinct aesthetic of
character modelling into system design -- conceiving a character
independent of system and then trying to build it within the
system.
Notable RPGs influenced by this movement include:
1986: GURPS (SJG)
1989: The HERO System (Hero)
1990: CORPS (BTRC)
1996: The D6 System (WEG)
1999: Simply Roleplaying (Microtactix)
2002: The Action! System (GRG), EABA (BTRC)
2003: Silhouette CORE Rules (DP9), Tri-Stat DX Core System (GoO)
1987-Present: Fast Cinematic Action
In the late eighties, as the rules-heavy and rules-light trends
competed, there were two key transitional systems: West End
Games' "Star Wars" (1987) and FASA's "Shadowrun" (1989). Both of
these were mechanically innovative, popularizing and elaborating
the dice pool concept. But they also represented a shift in
genre and flavor. They were colorful and action-packed, and they
introduced the concept of character templates.
Perhaps more importantly, these games began to take movies --
and in particular action movies -- as a very strict model.
Published adventures began to appear which were organized into a
sequence of "scenes", often divided into "acts". Each scene had
a location, often with boxed text to be read. This was highly
influential even among older games. For example, many 2nd
edition AD&D adventures had a similar structure.
What is distinct about the cinematic trend is that dice pools
tended to be abandoned. The mechanics varied, but the emphasis
was on finding a fast-resolving but still exciting mechanic to
handle the cinematic combats. The style of play emphasized
speeding through any sort of slow-moving parts to get on with
the next scene. This is epitomized in the approach of Feng Shui.
Broadly speaking, key qualities are:
* Character Templates: These are not classes, but closer to
quick ready-to-use pregenerated characters. The emphasis is on
speeding through character creation to get to the action.
* Fast Resolution: There is a focus on making combat quick to
resolve, rather than tactically challenging or balanced.
* Scene-by-Scene Adventures: Adventures are broken down into
scenes, each of which has a specific dramatic purpose.
* Cinematic Influence: Games were very specifically patterned
after various subgenres of action movies.
Notable RPGs influenced by this movement include:
1987: Star Wars (WEG)
1989: Shadowrun (FASA)
1990: Torg (WEG)
1993: Earthdawn (FASA)
1994: Masterbook (WEG)
1996: Feng Shui (Daedalus), Deadlands (PEG)
1997: Champions: The New Millenium (RTG)
1998: Hercules & Xena (WEG)
1999: 7th Sea (AEG)
2002: Buffy the Vampire Slayer (Eden)
1991-Present: Dark Storytelling
A parallel and related trend was the one set by White Wolf's
"Vampire: The Masquerade" (1991). It was enormously popular
among players and influential among designers. It solidified the
trend to dice pool started by "Star Wars" and "Shadowrun" -- and
that soon became the most popular approach of the nineties.
More important was its change in tone, layout, and approach.
* Whereas cinematic action tended to focus on speed of
resolution, storytelling games tend to use dice themselves as a
means of flavor. White Wolf dice pools mean viscerally handling
numbers of dice and counting out successes. In Nomine used its
"d666" approach.
* "Splats": These are groupings which are chosen as part of
character creation, such as vampire clans. They are first and
foremost in-game social and cultural groups -- a basis for
character identity. They may or may not be mechanically
significant as classes.
* Adventures, from what I have seen, have a chapter and/or scene
breakdown. However, rather than action set-pieces, the emphasis
is on mood-setting.
Notable RPGs influenced by this movement include:
1991: Vampire: The Masquerade (WW)
1992: Werewolf: The Apocalypse (WW)
1993: Mage: The Ascension (WW), Kult (Metropolis)
1994: Immortal: The Invisible War (Precedence), Nephilim (Chaosium)
1994: Changeling: The Dreaming (WW)
1996: Fading Suns (Holistic), Witchcraft (Myrmidon)
1997: Legend of the Five Rings (AEG), In Nomine (SJG)
1998: Warlock: Dark Spiral (Black Gate), Tribe 8 (DP9)
An interesting offshoot of this trend has been the success of
European translations/adaptations. These include Chaosium's
translation of "Nephilim" from French, Metropolis' translation
of the Swedish game "Kult", and SJG's adaptation of the French
game "In Nomine".
1991-Present: Diceless Fantasy
Diceless was undoubtably kicked off by Eric Wujcik's "Amber
Diceless Role-playing" (1991). However, the influence is more
than just a lack of randomizers. It was also a shift to a more
rules-lite, GM-moderated approach. Stats are reduced to just a
handful (like Amber's four).
The trend also includes a shift towards a more dream-like
fantasy quality of stories, which seems suited to the less
mechanical approach -- like the surreal Burroughs-esque "Over
the Edge", the baroque fantasy of "Castle Falkenstein", or the
interdimensional visionary worlds of "Everway".
Notable RPGs influenced by this movement include:
1991: Amber Diceless (Phage)
1992: Over the Edge (Atlas)
1993: Theatrix (Backstage)
1994: Castle Falkenstein (RTG)
1995: Everway (WotC)
1998: Dragonlance: The Fifth Age (TSR)
1999: Nobilis (Pharos)
2000-Present: Crunchy Challenge
The new millenium has seen a revival of the explicitly crunchy,
tactical approach which largely died out in the eighties. The
center of this by far has been the success of WotC's 3rd edition
D&D and the "D20" system. There is renewed attention paid to
game balance and tactical depth, and a revival of the
explorational approach of original D&D.
I see this largely as a reaction against the limitations of the
linear story-oriented approaches of both the "Fast Cinematic
Action" and the "Dark Storytelling" movements. There is also
reaction against the neglect of game balance in favor of speed
and/or mood.
Notable RPGs influenced by this movement include:
2000: D&D 3rd edition (WotC)
2001: Exalted (WW), Hackmaster (Kenzer), Rune (Atlas), Wheel of
Time (WotC)
2002: The HERO System (5th ed), Silver Age Sentinels (GoO)
Conclusions
Among these nine movements, we can generalize further. From the
original exploration wargame approach, the early 80's saw a
divergence into more serious world-based rules-heavy and more
comical rules-lite. These essentially merged in the 90's after
"Vampire: The Masquerade", with rules-heavy mechanics succeeding
though combined with a serious dramatic approach. The pendulum
seems to be swinging back in 2000 with the success of D&D3,
however.
While the problem of "railroaded" adventures is old news
to many role-players, it seems clear that the industry is still
struggling with finding a solution to it. How do you provide effective
support for running adventures without laying out a plot to follow?
During the 90's, the approach of providing maps and background had
all but disappeared in favor of chapter-by-chapter or scene-by-scene
plots. With the revival success of D&D, though, this may be
reconsidered. |
|
|