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==Innovations in RPGs== Here's where roleplaying games can claim their "me first!" status. (most of this research was done by J.H. Kim) * Unified resolution mechanics ** Traveller (1977) put everything into rolling 2d6 vs. a target number, but had different outcomes for situations. ** RuneQuest (1978) had combat and skills into "roll under XX on d100," for pass-fail. * Point-build characters ** Steve Jackson's Melee (1977), although your characters only described fighting abilities. ** Champions (1981) had point-buy include social & psychological features, and negative point-buy of flaws to get extra points. * Personality mechanics ** Bushido (1980) had an honor system, a measurement of a character's strength of virtue. ** Call of Cthulhu (1981) had the Insanity rules, obligating players to change their characters' behavior when taking sanity damage. ** Champions (1981) had Psychological Limitations as an optional part of character creation. ** Pendragon (1985) was the first to have a fully-fleshed out demeanor and mannerisms as part of a character's description mechanics. * Levels of Success ** RuneQuest (1978) was the first to have critical hits in combat. ** [[James Bond 007]] (1983) was the first to introduce levels of quality to success (and failure) for all skill rolls and conflicts. * Players spending points to modify a resolution ** Top Secret (1980) had Fortune/Fame points, but they were spent at the GM's discretion. ** James Bond 007 (1983) did it first with Hero Points that could be gained and spent during a conflict. ** [[Ghostbusters RPG|Ghostbusters]] (1986) combined experience points with hero points. * Dramatic modifiers to resolution (not just "that was cool, so I won't roll dice," but actual rules for this) ** Champions (1981) had bonuses for "surprise maneuvers" for something cool the player described. ** Paranoia (1984) and Toon (1984) had explicit modifiers for players adding drama to a scene. * Mechanics for social resolution ** James Bond 007 (1983) had skills and rules for contests in social situations. * Modular Rules ** Worlds of Wonder (1982) was the first to have a set of generic core rules and then add-ons for specific genres. ** GURPS (1986) was the first set of rules that didn't require exceptions for some genres; a character from any setting could be transplanted to any other setting with no mechanical differences. * Rewards other than killing monsters ** Dungeons and Dragons (1974) had you gaining experience points for treasure gained. This often meant killing monsters and taking their stuff, but not always. ** Traveller (1974) and RuneQuest (1978) had an experience-point system for skill use or training. ** [[Rolemaster]] (1980) had experience points that were more than just a progress bar for leveling up. ** Marvel Superheroes (1984) had Karma points to coerce players into heroic behavior. * Dice Pools ** Ghostbusters (1986) was the first to have bonuses & penalties as changing the number of dice you rolled ** [[Ars Magica]] (1987) used a universal mechanic for rolling attribute + skill + d10 and comparing the sum to a difficulty number to determine success. * Character Templates ** Star Wars (1987) had not just pre-made characters, but a generic pre-made character you could tweak to make it closer to what you wanted. *[[Character sheet|Character sheets]] designed to keep track of things like equipment, Hit Points, total experience, ect. * Metagame control / Director Stance ** Champions (1981) had a flaw called Hunted where the player could dictate the nature of a recurring villain, and the frequency of that villain showing up, although the GM still chose the exact moment of appearance and played the role. ** Ars Magica (1987) had its Whimsy Cards for players to bumping the plot into new directions instead of the GM, and troupe-style play that allowed players to share in the narration.
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