Where we left my history of the trends in RPGs last time we were in the 1980s and looking at toolbox games such as GURPS that were (in theory) able to handle anything. In theory. In practice the running joke is that it doesn’t matter which setting you’re playing GURPS in, it feels like GURPS.
The 1990s were a completely different decade as far as roleplaying games go, and dominated almost entirely by two companies. TSR, makers of D&D, and the new kids on the block, White Wolf Publishing, makers of Vampire the Masquerade and other related games. By the end of the 1990s, TSR lay dead from a self-inflicted wound, and White Wolf were taken over a handful of years later despite at one point (with very favourable circumstances) outselling TSR. In both cases these grievous wounds were, in my opinion, a consequence of their publishing model – and Wizards of the Coast, who bought the bankrupt TSR (and I’ll deal with D&D 3e in this post), would echo White Wolf’s self-inflicted wound with D&D 4e.
There were good games, improvements on what came before or innovations being published in the 1990s; Over the Edge, Everway, Feng Shui (what better name for an action movie RPG than the art of furniture arrangement?), and FUDGE (we’ll come back to a game based on it next time) to name the first few that spring to mind. There were also dozens of Fantasy Heartbreakers; D&D derivatives that made one or two major innovations but were basically houseruled D&D.
But really the story of 90s and early 00s roleplaying is dominated by D&D (both TSR and Wizards of the Coast), White Wolf, and their business models and how they all ultimately lead to major self-inflicted wounds on the parent company.
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TSR and AD&D 2e
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White Wolf, Vampire: the Masquerade, and the rest of the World of Darkness
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Wizards of the Coast and D&D 3e
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