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Role-playing game system

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Through Genre and Dice

History

The staff of Chaosium realized by the late 1970s that the RuneQuest system designed by Steve Perrin had enough potential to become the "house system" for the company, which could then use one set of game mechanics for multiple games; Greg Stafford and Lynn Willis proved this correct by slimming the RuneQuest rules down into the 16-page Basic Role-Playing (1980). Hero Games used the rules for their Champions game to form the basis for their Hero System. The house system from Pacesetter Ltd focused on a universal "action table" consisting of one chart to be used for resolution of all actions within the game. Steve Jackson wanted to design a role-playing game rules system and had three goals in mind: this system must be detailed and realistic; it must be logical and well-organized; and this system must be adaptable enough to be used with any setting and level of play; this system of rules was eventually released as GURPS (1986). The Palladium house system was initially derived from Dungeons & Dragons and was ultimately used in all of the Palladium Books titles. Mekton II (1987) by R. Talsorian Games debuted the full version of their Interlock System of rules.

Game Designers' Workshop released the Twilight: 2000 second edition game rule system in 1990, and decided to use its game system as their house system, under which they would design all of their subsequent role-playing games. Amazing Engine from TSR was a universal game system, intended as a simple system for beginners. Hero Games partnered with R. Talsorian in 1996 and worked together to create a simpler rules system to draw new players, by merging the Hero System with the Interlock system and calling it Fuzion. Dragonlance: Fifth Age (1996) was built on the SAGA storytelling game system from TSR, which used a resource management system involving cards instead of die rolls. TSR published the Alternity (1997) universal game system, which was intended only for science-fiction games. The Masterbook system had failed to catch on as a house system for West End Games, so they published the D6 System which was based on their successful Star Wars: The Roleplaying Game.

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