anyway.



thread: 2005-06-24 : John Kim on Craft and Innovation

On 2005-06-27, anon. wrote:

Well, it's kind of a long topic.  I'd like to talk about it, but maybe as a post in my blog.  But for example,

Model for adventure is a big one.  The original model for adventure was a dungeon map.  In Traveller, this was similar: a spaceship or space station map where the PCs had a designated goal.  I'd say the first major innovation past that was Champions.  Instead of detailed locations, Champions instead had detailed character sheets for the villains.  There were maps to fight in, but they often had no key or details (i.e. the street map).  Later, plotted act-by-act or even scene-by-scene adventures came to the fore.



The development of character categories bear mention as well.  I have a discussion of classes and templates on my system design page.  I'd add to this "splats" which are usually a more personalized form of loose classes.



But I'll have to work on the longer list.




 

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