Alex
Arcane
Hey everyone.
I was reminiscing a bit about some older RPGs, and I began to realise just how bad things got near the beginning of the century. I had always resented that time as the time the games I liked the most died; but I hadn't realised how many games seemed to either have gone away or have been replaced with a worse version at around that same time. D&D 3e seems to have been the first of the lot. It didn't really set a trend for anything to follow, but perhaps because it was such a big piece of the industry it made life more difficult for the other games? I don't know, it just seems weird that shortly after D&D changed so much what it was about, so many other games would follow suit even if the particular changes were nothing alike.
In fact, while 3e was released near the end of 2000, most of these games came around 2004. The one that was most dear for me was GURPS, though I should be fair and point out that it is one of the games that changed the least mechanically. Rather, the more grating was the whole culture surrounding it that changed as well as SJGames seeming to shrink its GURPS arm which apparently was no more anywhere as profitable as before. This, of course, meant that rather than nice general books about a bunch of subjects like we got in 3e, most releases for 4e were smaller, more focused and, sadly, more concerned with the point system as well. We never got for 4e a book like, for instance, GURPS Vehicles. That spirit, which I guess you could call "simulationist", which saw GURPS as a game more concerned with the pretend world rather than "gamey" concerns, never went out completely. A few magazine articles from Pyramid certainly held that, for instance.
Shadowrun had a similar fate. That game line had an incredible support for making the gameworld seem "real". Everything was always considered not only as a game element (such and such cyberware is overpowered, or such concerns) but also as a setting element. In fact, it often seemed that in-setting concerns took precedence over game ones. Shadowrun 4e and later (though, to be fair, I have barely read 5e and didn't touch 6e) seemed to abandon this approach. One reason, I would wager, is simply that this approach is actually very hard. It takes a lot of work to make things still fit 12 splat books into the line, for instance. Another, I suspect, is that games like this seemed to go out of vogue at the end of the century, its likes still not yet seen again.
Another one that bothered me a lot at the time was the "new" world of darkness. With the game lines from the old world of darkness all ending in some sort of end of the world story line or other, White Wolf wanted to start doing business a little differently. Or rather, a lot differently. Unlike the other games I mentioned, I've seen several people comment on these changes, usually welcoming them because they would fix perceived flaws of the old game such as a static, evolving story line, a reliance on source books for "lore" and supposedly a broken game system. For all this talk, however, it seems to me the new world of darkness was never anywhere near as popular as the old one, so much so that eventually we began to get kickstarters for 20th anniversary editions of the old line that ended up resurrecting it... only for it to be killed by some weird 5th edition version with wokeness turned to 11.
Deadlands was one that passed me by when it happened. I wasn't aware of it when it was released, but its "reloaded" version, which trashed the custom system in favour of Savage Worlds. Like many of these games, Deadlands seemed to flourish at the end of the 90s. Other lines that also seem to have been affected at the time include Castle Falkenstein (and most of the R. Talsorian products).
So, what I want to ask is, do you know of any other games that either died or changed drastically at around this time? Do you have any idea what prompted all these changes all at the same time? That time in tabletop RPGs was for me perhaps the best one, where we got the best books and systems; so I am really curious about this.
I was reminiscing a bit about some older RPGs, and I began to realise just how bad things got near the beginning of the century. I had always resented that time as the time the games I liked the most died; but I hadn't realised how many games seemed to either have gone away or have been replaced with a worse version at around that same time. D&D 3e seems to have been the first of the lot. It didn't really set a trend for anything to follow, but perhaps because it was such a big piece of the industry it made life more difficult for the other games? I don't know, it just seems weird that shortly after D&D changed so much what it was about, so many other games would follow suit even if the particular changes were nothing alike.
In fact, while 3e was released near the end of 2000, most of these games came around 2004. The one that was most dear for me was GURPS, though I should be fair and point out that it is one of the games that changed the least mechanically. Rather, the more grating was the whole culture surrounding it that changed as well as SJGames seeming to shrink its GURPS arm which apparently was no more anywhere as profitable as before. This, of course, meant that rather than nice general books about a bunch of subjects like we got in 3e, most releases for 4e were smaller, more focused and, sadly, more concerned with the point system as well. We never got for 4e a book like, for instance, GURPS Vehicles. That spirit, which I guess you could call "simulationist", which saw GURPS as a game more concerned with the pretend world rather than "gamey" concerns, never went out completely. A few magazine articles from Pyramid certainly held that, for instance.
Shadowrun had a similar fate. That game line had an incredible support for making the gameworld seem "real". Everything was always considered not only as a game element (such and such cyberware is overpowered, or such concerns) but also as a setting element. In fact, it often seemed that in-setting concerns took precedence over game ones. Shadowrun 4e and later (though, to be fair, I have barely read 5e and didn't touch 6e) seemed to abandon this approach. One reason, I would wager, is simply that this approach is actually very hard. It takes a lot of work to make things still fit 12 splat books into the line, for instance. Another, I suspect, is that games like this seemed to go out of vogue at the end of the century, its likes still not yet seen again.
Another one that bothered me a lot at the time was the "new" world of darkness. With the game lines from the old world of darkness all ending in some sort of end of the world story line or other, White Wolf wanted to start doing business a little differently. Or rather, a lot differently. Unlike the other games I mentioned, I've seen several people comment on these changes, usually welcoming them because they would fix perceived flaws of the old game such as a static, evolving story line, a reliance on source books for "lore" and supposedly a broken game system. For all this talk, however, it seems to me the new world of darkness was never anywhere near as popular as the old one, so much so that eventually we began to get kickstarters for 20th anniversary editions of the old line that ended up resurrecting it... only for it to be killed by some weird 5th edition version with wokeness turned to 11.
Deadlands was one that passed me by when it happened. I wasn't aware of it when it was released, but its "reloaded" version, which trashed the custom system in favour of Savage Worlds. Like many of these games, Deadlands seemed to flourish at the end of the 90s. Other lines that also seem to have been affected at the time include Castle Falkenstein (and most of the R. Talsorian products).
So, what I want to ask is, do you know of any other games that either died or changed drastically at around this time? Do you have any idea what prompted all these changes all at the same time? That time in tabletop RPGs was for me perhaps the best one, where we got the best books and systems; so I am really curious about this.