Advanced Dungeons and Dragons was the first RPG Heartbreaker.
Fight me.
Advanced Dungeons and Dragons was the first RPG Heartbreaker.
Fight me.
@deinol As I understand the Forge people, they meant it as a slander against games that were too complex to learn in one session or required "math" (anything more than 1-digit addition), and wouldn't make a lot of money or displace D&D.
But AD&D made a stupendous amount of money, funnelled all of it to Gary instead of Dave until the lawsuit, displaced Basic D&D by about 25-50% until they pretty much killed Basic for AD&D 2E. Remained too hard for Forgeites to learn.
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@deinol Most of the "heartbreaker" games were massively more successful than the Forge games.
Palladium, Arduin, WHFRP are still in print & cool after almost 50 years.
The one I almost agreed with them on was Imagine RPG, what a mess! But it's also still in print, has supplements & fans.
Dangerous Journeys got TSR'd which is both sad & karmic justice, but it still had more books & income (but not profit after lawsuit).
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I don’t think any of those were considered Heartbreakers. The Heartbreakers were games where the designer clearly hasn’t played anything except AD&D and didn’t learn any of the lessons from the variety of games in the 80s that you mentioned.
Arguably the Forge lives on in PbtA and FitD games.
Certainly Burning Wheel is still around.
@E_T_Smith @deinol
> It fascinates me how far some of these go, especially in combination with the bizarre math necessary to derive the secondary attributes. <
I played semi-regularly with several Forgeites in Seattle, math-phobia was *endemic* among them. Hand-holding them thru even middle-complexity systems was like teaching kindergarten.
"Part Four: Business and marketing" is exactly what I said: The idea these wouldn't compete! Well, many did, they're still here & thriving.
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I must admit it had been a long time since I looked at the article, so it distilled into my head as “passionate project with good ideas but a disorganized mess and also some mediocre ideas“.
@deinol “passionate project with good ideas but a disorganized mess and also some mediocre ideas.“
Many FHBs weren't bad from a design perspective, some were even comparable to professional games. I feel the main flaw Edwards was trying highlight in the essay was one of marketing -- independent designers who didn't know any other model of publication but AD&D, so that's what they emulated (at great expense) ... which was a ludicrous thing to do at a time when AD&D was dominant.
@E_T_Smith @deinol I never quite got that part of the essay. He said that you couldn't sell house ruled D&Ds in the 90s. Sure. But that sounds like you could in any previous age. What was true of Hahlmabrea or Darkurthe was also true of What Price Glory or High Fantasy in the 70s (Arduin was probably as good as it got). And heck, I'd argue that it didn't change in the age he was writing in, either.
Even if his other point would be used, focusing on a fictional "One Neat Thing" and thus turning the heartbreaker into a TRVE KVLT Forge game. Which IMHO is quite bonkers anyways, as that's clearly not what the heartbreaker authors would want. It's like telling a post punk band to get rid of the guitars because that sounds like all the other post punk bands and focus instead on that short MiniMoog sting shortly before the chorus.
I wish we would find a better word for "D&D-ish game", but right now "FHB" has some usefulness. (Personally I consider removing it from this origin a feature, not a bug, but that's at least partially spite-based)
@deinol
> Fight me
As soon as I figure out the weapon speed rules