Awhile back a rather strange fellow posted a bizarre
viewpoint over on the likely soon to be defunct (sadly) Grognardia, opining that:
“It's important to
note that many games' attempts to be as little like D&D as possible are
more about marketing, branding, consumer perception and other decidedly un-fun
business-y stuff.
I firmly believe that classes, levels, hit points and many other conventions originated in D&D are legitimately better mechanics that give all editions of D&D a competitive advantage.
<snip>
Often this comes from purposely avoiding better mechanics (like classes and levels) and other times through going after a different genre, like sci-fi.
The reason being that D&D has proven such a "killer app" that attempting to say "we're a better game than D&D" or convincing the consumer of that anyway, has always proven to be a non-starter.”
I firmly believe that classes, levels, hit points and many other conventions originated in D&D are legitimately better mechanics that give all editions of D&D a competitive advantage.
<snip>
Often this comes from purposely avoiding better mechanics (like classes and levels) and other times through going after a different genre, like sci-fi.
The reason being that D&D has proven such a "killer app" that attempting to say "we're a better game than D&D" or convincing the consumer of that anyway, has always proven to be a non-starter.”
**********************************
While there is a slim basis for some of this, in large
measure it is not correct. Point by point:
1. At least for Metagaming’s Melee and subsequent TFT games,
they were motivated by a desire to deal with D&D’s shortcomings, at least
as Steve Jackson perceived them to be (in large measure I agree with his views,
BTW) – and not the marketing stuff you bring up. I don’t have it in front of
me, but I believe this motivation was mentioned in the designer’s notes to
Melee in an early issue of Space Gamer.
2. You can firmly believe all you want, but it amounts to
nothing more than a strongly held opinion rather than objective fact. Hit
points, in particular, are a very poor mechanic, creating as many problems as
they solve. And while I do not object to classes and levels, I hardly think
they are the greatest way to handle character definition and development. There
is certainly no objective basis for claiming they are “the best.”
3. Had Metagaming not shut itself down based more on emotional
rather than logical reasons by Howard Thompson, than the TFT RPG rules would
have continued to provide significant competition to the bloated
D&D/AD&D system. Indeed, had the full up rules set been released on
schedule (i.e. in 1978 timeframe) before the AD&D DMG came out, TFT might
well have stolen a good chunk of the D&D market share, perhaps even beating
it out altogether. This last is speculation, but I base it on the following
facts:
(a) In spite of Metagaming company’s small
size relative to TSR, the TFT system was, according to some survey’s, second
only to D&D in terms of popularity. And this in spite of the fact that the
TFT “DMG” (i.e. In the Labyrinth) wasn’t released until mid-1980, a full year
after the AD&D DMG came out.
(b) The TFT rules set was objectively
superior, being overall much better written and easier to learn and play. Not
that the system was without flaws, but what flaws there were could be fairly
easily corrected. The flaws in D&D/AD&D require vastly more effort and insight
to correct.
(c) TFT was much less expensive than
D&D/AD&D, coming in at about half or less the price for comparable
products. (On the other hand, you get what you pay for – certainly the AD&D
hardbounds were much more durable than the paper covers of TFT)
(d) TFT was also a much more flexible rules
set than D&D/AD&D. Though intended for a quasi-Mediaeval setting like
D&D, the TFT rules could much more easily accommodate other genres (modern,
sci-fi, etc.) than D&D ever could. The later GURPS system (based partly on
TFT) took this to its fullest. Had Metagaming not gone under, they would have
been releasing various supplements/worldbooks (this was mentioned in Interplay,
and would have included a Superheroes and Wild West supplements, among others)
In sum, D&D had (and still has, really) quite a
few significant problems. Mechanically, many of the rules are just futzy and
poorly reasoned (even when the basic mechanic is, in fact, viable). As a
result, at least some early systems arose as a result of trying to find a
better set of rules than D&D, and not, as alleged, because of simple
marketing gimmicks.
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