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Christopher Barney's avatar

Ok, yes. But also, your examples are all character rules rather than systems rules. And when running a game customizing the rules isn’t just for adding character options. Adding modular systems is fine too… but I think you can loose something when all the modules are independent. Having those interrelationships can help create a unified design where each system works, but also feeds into and supports other systems. I mean you Know this with a capital K, you wrote Invisible Sun! Character Arcs tie into the experience economy. The Venture turns every role from ‘will I succeed’ to ‘how much effort am I willing to bring to bear to make sure I succeed’ by tying in half a dozen different systems that drive home the reality shaping power those characters wield. Those systems are all functional, but they really only make sense in the context of that particular game. They ‘suffer’ from the limitations of being deeply interconnected, but they also create something delicate and beautiful that a system of generic modules looses. I think there is a place for both, and a great GM can take a modular system where ever they want it to go… but it’s the GM doing that not the system. Whereas I.S. Uses the rules and systems to shape and manipulate the GM into being great…

Max du Coudray's avatar

Not only did Gary want to cut off third party products, but he wanted to make AD&D distinct so he could stop paying royalties to Arneson by migrating most products to his unique version. In later years, he admitted he didn’t use most of AD&D and still ran games mostly at the OD&D level of rules complexity.

The repercussions of this are kind of astonishing. It means AD&D was probably never played or tested prior to being written down, and was never intended to be. As AD&D rapidly became the most popular version of the game, it means our entire hobby is based on a phantom. All that early development of the player base and other rules and publishers was built off of smoke and mirrors; off of an illusion of Gygax’s fevered ramblings that didn’t exist at a real game table as assumed.

Gary literally sparked everyone’s imagination to create new things with nothing more than a book of half-formed ideas.

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