If you are familiar with tabletop role playing games, you know Dungeons & Dragons. There’s a quote I like from the late, great Terry Pratchett, regarding J.R.R. Tolkien’s influence on the world of fantasy:
J.R.R. Tolkien has become a sort of mountain, appearing in all subsequent fantasy in the way that Mt. Fuji appears so often in Japanese prints. Sometimes it’s big and up close. Sometimes it’s a shape on the horizon. Sometimes it’s not there at all, which means that the artist either has made a deliberate decision against the mountain, which is interesting in itself, or is in fact standing on Mt. Fuji.
Dungeons and Dragons is like this in the world of tabletop gaming. If you’re making a TTRPG, you need to know where you stand on being compared to D&D. Will you try to differentiate yourself with interesting mechanics, a new setting, or will you try to learn from the game that invented tabletop roleplay? Like painting a scene of Japan without Fuji, it’s hard to not have D&D in the background somewhere, making its presence be known in the way you handled stats and skills, the shape of the dice you use, or even the deep, deep roots of your game’s concept.
What do you do when you are Mt. Fuji, though? How does the mountain learn to grow and change itself when the time comes to? What influences could Dungeons and Dragons itself draw from in the late 90s, the waning days of the Second Edition and the beginning of the Third?
Dungeons and Dragons Third Edition was a turning point for the game. It was D&D’s attempt to re-capture lightning in a bottle, to relive the heady days of its 80s fame, and make a Dungeons and Dragons game that was truly worthy of the name. It was… well, it certainly was a new edition of Dungeons and Dragons, that much can be said.