Richard Bartle made an very interesting post* on his blog concerning the Trinity in MMORPG design, how it doesn't make any sense in any true context, including that of desired game design- but rather came about as an artifact of limits- first of the game, and then the players.
The table-top world suffers greatly from the same type of evolution (or rather it's lack). D&D style Hit Points were a quick fix for the problem of players not wanting their characters to die- and we've (both table-top and then MMORPGs) have stuck with a nonsensical game mechanic ever since to the point where people will tie themselves into logical knots trying to justify them.
I long for the day when people will be willing to wipe the slate clean and reboot the hobby. That it hasn't happen isn't due to a lack of people offering other options- it's from the inertia of an hobby whose mainstream is completely uninterested in trying different approaches.
For the more open minded, we likely lost our best chance at it when WotC released the OGL ensuring that the core market will always be D&D. Now instead of waiting for D&D to die (something it's almost done at least twice now) leaving an opening for something new- we have to wait for the entire hobby to die.
In the meantime, we'll have to be happy with our own personal groups and homegrown rules- for they couldn't care less about the wider hobby because they don't need them. In that way, we have a huge advantage over the MMORPG world whose player base is still strongly tie to what companies are willing to produce.
*hat-tip to Vedron over on Vedron's Potion for calling this to my attention.
The Breachworld Kickstarter
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