Who is the most influential living game designer?

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I'd call Siembieda's influence strong but narrow--he's got a very devoted following, but I'm not sure how much of an impact he's had outside that following.
 
I'd call Siembieda's influence strong but narrow--he's got a very devoted following, but I'm not sure how much of an impact he's had outside that following.
His mechanical design impact is narrow, but I think the feeling his games evoke has been more influential. Palladium pioneered the genre of games that feel like they should have an action figure line. Of the top of my head, Torg and Savage Worlds come to mind.
 
I'd call Siembieda's influence strong but narrow--he's got a very devoted following, but I'm not sure how much of an impact he's had outside that following.
This raises the question - if one can influence in a 'good' way (ie 'x's ideas really influenced my rpg design for years) or bad way (whatever you do don't be like 'x', their rpg is roasted by people 30 years after it was released) do both influences count equally?
 
I haven't had time yet to read thru this thread, but the first names that immediately spring to my mind are Sandy Petersen, Marc Miller, Mark Rein-Hagen, and Monte Cook.

Followed by Ed Greenwood, Mike Pondsmith, Steve Jackson, Ian Livingstone, Graham Davies, Ken St Andre, Johnathan Tweet, Tracy Hicks, Jennell Jaquays, Ken Rolston, and Robin Laws.
Lawrence Whitaker and Stephen Sechi are also personal favourites of mine, but likely not counted as rpg luminaries, unless you move in BRP and Talislanta circles.

(Hmmm not sure if I am getting game designers and game authors mixed up. There is a crossover here, but authors are not neccessarily designers...)
 
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His mechanical design impact is narrow, but I think the feeling his games evoke has been more influential. Palladium pioneered the genre of games that feel like they should have an action figure line. Of the top of my head, Torg and Savage Worlds come to mind.

Palladium is an odd duck. Mechanically the games really don't offer much, most are basically a knock off D&D, but the settings are often really neat. It would be a cool alternate earth to see what might have been if KS had just been hired by another game company to write supplements for a better system.
 
Palladium is an odd duck. Mechanically the games really don't offer much, most are basically a knock off D&D, but the settings are often really neat. It would be a cool alternate earth to see what might have been if KS had just been hired by another game company to write supplements for a better system.
We have seen Rifts converted to Savage Worlds. Rifts comes after my time playing Palladium, so I can't say much about that.
 
This thread is helping me realize how fragmented the hobby is. Some of the names being thrown out as influential get a big, Who? from me as they have no influence within my personal circle of games.

As far as the bigger question, I see different areas of influence.

Game design - Wrote a game / system that has lasting infuence on game design and the industry as a whole.

Writing - There are some very prolific game authors who may have influence on game design through developing multiple, lesser games, as well has having influence within certain games through writing tons of supplements / modules.

Industry - Some just leave their mark on gaming as a whole, through the companies and policies they set up regardless of their own output as a game author.


Mark Miller scores high in the first, as Traveller not only had some influence on rule systems as a whole, but it also had a big impact on the whole sci-fi genre. He was not really a prolific writer though, Traveller is his baby, and that is basically where his influence starts and stops.

Steven Long is a prolific game author, writing for the HERO system, and helping to found DOJ to revive HERO. He worked for Last Unicorn on their version of Star Trek. He worked for Decipher on their version of Star Trek and Lord of the Rings. He did free lance free lance work for HERO (pre DOJ), White Wolf, Pinnacle, Steve Jackson Games, and WOTC. So he has certainly put his mark on the hobby, I wouldn't call any of his work revolutionary but there has been quite a lot of it.

I'd put Robin Laws, and Monte Cook in a similar position to Steven Long. They have a solid body of work, so have had a fair bit of influence on the general hobby, through their large body of work but I would have trouble putting a finger on what exactly they have changed.

Scott Bizar (I know many are going to say Who?) is in that third category. He wrote pretty much nothing, but through his company Fantasy Games Unlimited he influenced the heck out of the RPG industry in the late 1970s early 80s by publishing games like Chivalry & Sorcery, Bushido, Aftermath, Daredevils, Flashing Blades and a ton of lesser known games. So far as I know he is still above ground.

Mike Pondsmith is not as strong as some in any particular area, but his influence is spread over all three of the categories.
 
The guy invented the OSR retro-clone 25 years ahead of time with Palladium Fantasy. He deserves a place in the conversation.
I wouldn't call Palladium Fantasy a retro-clone, and it's hardly the first D&D knock-off to be published.
 
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The guy invented the OSR retro-clone 25 years ahead of time with Palladium Fantasy. He deserves a place in the conversation.

Yep, I was being 100% serious with my comment. I guarantee more people know his name than most of the others that have been mentioned so far.
 
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I wouldn't call Palladium Fantasy a retro-clone, and it's hardly the first D&D knock-off to be published.
I was joking a bit with the way I worded that. Yes, I don't really think PF meets the definition of a retroclone, and it's not the first game to riff off of D&D. However, I can't think of a more successful system in the '80s in that category.

At the same time, I think the system is beside the point as it was the flavor and settings that made Palladium games influential.
 
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This thread is helping me realize how fragmented the hobby is. Some of the names being thrown out as influential get a big, Who? from me as they have no influence within my personal circle of games.
I'll be disappointed if this ever isn't the case.
Mike Pondsmith is not as strong as some in any particular area, but his influence is spread over all three of the categories.
If I were to single out one thing, he popularized cyberpunk in gaming. When Cyberpunk 2013 came out, it was still an obscure genre, even among gamers. After that, it just exploded. It fit perfectly with an RPG model of going on missions, acquiring loot, then spending the loot on cool powers for the next mission. Not only did you get more cyberpunk games, you even had games like Traveller: 2300 retconning it in.
 
I was joking a bit with the way I worded that. Yes, I don't really think PF meets the definition of a retroclone, and it's not the first game to riff off of D&D. However, I can't think of a more successful system in the '80s in that category.

At the same time, I think the system is beside the point as it was the flavor and settings that made Palladium games influential.
I'd grant both of those points.
 
I think for all the reasons already discussed (OtE, Ars Magica, 3e) I gotta go with Tweet.

Sandy Peterson and Vincent Baker close behind.
I'm leaning pretty heavily towards Tweet.

The question is outside PbtA and the "Forge" and "StoryGames.com" scene, how much influence does Vincent Baker really have?

Sandy Peterson is certainly a strong contender, though how much did his input influence other games?
 
I'm leaning pretty heavily towards Tweet.

The question is outside PbtA and the "Forge" and "StoryGames.com" scene, how much influence does Vincent Baker really have?

Sandy Peterson is certainly a strong contender, though how much did his input influence other games?
Not to make this too pointed, but you really aren't the audience to answer that particular question (no offense). I own something close to a hundred PbtA games and a particular variant or two of PbtA has made up some significant bulk of my RPG writing for the last two or three years. So I suppose the answer is maybe more influence than you think.
 
Not to make this too pointed, but you really aren't the audience to answer that particular question (no offense). I own something close to a hundred PbtA games and a particular variant or two of PbtA has made up some significant bulk of my RPG writing for the last two or three years. So I suppose the answer is maybe more influence than you think.
I get that there are a lot of PbtA game, but how many OSR games are there?

And just to be clear, I like Vincent Baker, and his writings have helped me a lot. But I just wonder how broad his influence is. How much is he influencing other games?
 
I get that there are a lot of PbtA game, but how many OSR games are there?

And just to be clear, I like Vincent Baker, and his writings have helped me a lot. But I just wonder how broad his influence is. How much is he influencing other games?
Pretty much every single narrative RPG that I can think of that was released after Apocalypse World has something that can be tied directly back to Apocalypse World or PbtA design in general.

I mean, if nothing else, while I'm sure "success with consequences" wasn't a new thing in AW, it sure as hell popularized it as a thing in RPG design space.
 
As for my actual answer to the question, I think I would have to kind of 2nd/3rd/4th/whatever number of people have said: Tweet, Rein-Hagen, Baker, Laws.
 
Vincent Baker/PbtA is big in certain circles, but who grabbed that crowd before PbtA?
I'ld say it would have been the Fate, which is driven by Fred Hicks. In turn he used the core mechanic from Fudge, which was originally developed by Steffan O'Sullivan. Strange that Vincent Baker's name comes up, but not these other ones.
 
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I get that there are a lot of PbtA game, but how many OSR games are there?

And just to be clear, I like Vincent Baker, and his writings have helped me a lot. But I just wonder how broad his influence is. How much is he influencing other games?
I'm not a 'personal' fan of him. I don't care for Apocalypse World, but the number of games I like that spawned from it is notable. (Impulse Drive, Monster of the Week, Farflung, and others.) I'm not the guy who chose him because "he's cool." I named him because I can feel his presence in the volume of the many, many, many PbtA games.

If I argued for who I 'liked' I'd have shared a very different list :grin:
 
The 1990s and later editions of D&D are black holes as far as I’m concerned, so my knowledge is derived from Designers & Dragons and ex post facto reading of the rules.

With that caveat, I’d struggle to see the designers of later D&D as particularly influential despite the multiplier effect. They were merely iterating a system that had already seen multiple iterations. Arguably the most influential were Heinsoo (don’t do tight maths and explicit systematization) and Mearls (look, this is how the bloody thing needs to work if we have to sell a gazillion copies). Does Tweet seem important because he did Ars Magica and 3e, a powerful combination of innovation and commerce?

I noticed that Mark Rein-Hagen’s latest project is in 5e. However, he gets extra points for being the only major designer who lives in Georgia.
 
Not to make this too pointed, but you really aren't the audience to answer that particular question (no offense). I own something close to a hundred PbtA games and a particular variant or two of PbtA has made up some significant bulk of my RPG writing for the last two or three years. So I suppose the answer is maybe more influence than you think.
That makes a case for him being the most influential on YOU, but not so much for the vast realm of people who aren't YOU.

Not that I've got any alternate vote in mind, except maybe Sandy Petersen for the worldwide audience CoC gets (and the somewhat dubious claims that it is responsible for everyone nowadays knowing who Lovecraft is), sanity rules of various sorts, and all the various other Cthulhuesque games.
 
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That makes a case for him being the most influential on YOU, but not so much for the vast realm of people who aren't YOU.

Not that I've got any alternate vote in mind, except maybe Sandy Petersen for the worldwide audience CoC gets (and the somewhat dubious claims that it is responsible for everyone nowadays knowing who Lovecraft is), sanity rules of various sorts, and all the various other Cthulhuesque games.
I really wasnt talking about me. We all have our own personal RPG rabbit holes and sometimes it's difficult to see out. For example, I wouldn't want to comment on the design legacy of BRP games because I don't know nearly as much about it. I do however, have significant experience with the wide and sometimes wacky world of the PbtA design sandbox. The fact that the largest ever RPG Kickstarter was for a game built using the PbtA engine at least gestures strongly toward the influence I'm talking about.
 
Remember with Sandy Petersen that in addition to writing Call of Cthulhu he also co-wrote (with Greg Stafford and Lynn Willis - both now deceased) the Ghostbusters rpg, whose system was lifted and expanded into the WEG Star Wars D6 system which was VERY influential on other 90s-era games like Shadowrun and Vampire (basically anything that uses dice pool resolution and prioritizes cinematic “rule of cool” logic over straight simulation). He also was Greg’s close collaborator on Glorantha in the 80s, co-writing several classic products like Trollpak and the Glorantha boxed set that still forms most of the spine of that setting, and after leaving rpgs went to work for iD Studios where he was part of the creative team behind Doom and Quake, and was also big in the LARP scene.

He’s probably my #1 choice, alongside Miller, Chadwick, Pondsmith, Costikyan, and (begrudgingly because I don’t particularly like their games) Tweet and Rein-dot-Hagen.
 
Greg Costikyan
+1, especially if you're talking about influence on designers rather than players. You can also make a case for Stolze.

On the other hand, I can't believe that nobody's mentioned Livingstone/Jackson. They've been described as "patient zero" for the UK geek scene for a reason; I don't think anyone apart from maybe Gygax himself has had that kind of cultural influence.
 
I'll be disappointed if this ever isn't the case.

If I were to single out one thing, he popularized cyberpunk in gaming. When Cyberpunk 2013 came out, it was still an obscure genre, even among gamers. After that, it just exploded. It fit perfectly with an RPG model of going on missions, acquiring loot, then spending the loot on cool powers for the next mission. Not only did you get more cyberpunk games, you even had games like Traveller: 2300 retconning it in.
He [Mike Pondsmith] was always very ahead-of-trends. He also wrote and published a steampunk rpg (Castle Falkenstein) before that genre became popular, and a comedy anime rpg (Teenagers From Outer Space) so far before that genre became popular that the first edition (from 1987!) doesn’t actually mention its inspirations and unless you were already in the know comes off as a total wtf oddity.

The “lifepath” chargen of Mekton and Cyberpunk was also innovative and influential - going beyond the career-oriented Traveller model to add a bunch of personal connections - friends, enemies, ex-lovers - bringing each character into the game was a ready-made set of soap opera plots.
 
The fact that the largest ever RPG Kickstarter was for a game built using the PbtA engine at least gestures strongly toward the influence I'm talking about.
Or, more likely, the popularity of the IP it was built around.
There are a few IPs that if a game came out for them (very unlikely), even for a game/system I despise, I'd feel compelled to purchase. Something like a well-done Thomas Ligotti collectible card game :grin:, even though I'd never actually play it.
 
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Or, more likely, the popularity of the IP it was built around.
There are a few IPs that if a game came out for them (very unlikely), even for a game/system I despise, I'd feel compelled to purchase. Something like a well-done Thomas Ligotti collectible card game :grin:, even though I'd never actually play it.
Sure, but the IP was already that popular and with that much on the line PbtA was the engine they decided to use to build the game. Influence. I guess you can ignore that if you like, but it speaks pretty strongly to what I was saying above. As does the massive whack of game designers who work in the PbtA and related spaces. I'm not sure why this idea is even vaguely controversial. *shrug*
 
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Sure, but the IP was already that popular and with that much on the line PbtA was the engine they decided to use to build the game. Influence.
At this point you seem to be arguing about the POPULARITY of the system, not the influence of its designer. Or are you thinking those are one and the same thing?
 
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At this point you seem to be arguing about the POPULARITY of the system, not the influence of its designer. Or are you thinking those are one and the same thing?
Well, at this point I'm finding you willfully obtuse, so we may both be struggling to get our message across. If you don't think that the influence of a RPG designer indexes the number of people playing, writing and hacking their games, I'm not sure what you do think it means.
 
I don’t think anybody has changed the hobby in the last forty years as much as Vincent and Meguey Baker have, absent the OGL, which was a business design more than a design choice.
 
I don’t think anybody has changed the hobby in the last forty years as much as Vincent and Meguey Baker have, absent the OGL, which was a business design more than a design choice.
No longer with us, but I think Stafford probably qualifies. (And if I recall correctly has been cited as an influence by the Bakers).

Again Livingstone/Jackson as well - first fighting fantasy is 1982, importing D&D etc. That grew the hobby outwards, I think the Bakers have been very internally influential but I haven't seen much evidence they've actually changed society's culture in that way.

Related to the OGL, I think the Baker's encouragement of other people's content massively increased their influence as well; that's what's separated them from something like GURPS where the more restrictive approach kept its appeal narrower.

This is without getting into the LARP side of the hobby where you have a completely different group of people (well, and Meg Baker again).
 
Well, at this point I'm finding you willfully obtuse, so we may both be struggling to get our message across.
I am probably not fully aware of how popular PBtA stuff is. I mean, I see a LOT of folks talking about the games online, but in real life I have had near zero interaction with the system or people who have played it (though the guys I game with play a fairly wide variety of games).
Years ago our DCC group attempted to play Night Witches, bounced off of it hard, and that was it.
Anyway, I do see some difference between popularity and influence. Something might be popular, but not reverberate further then its core audience while something obscure might find resonance with a smaller core of enthusiastic devotees who amplify its effects through many other areas. Its that resonance that I think sets something apart from merely popularity.
 
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I am probably not fully aware of how popular PBtA stuff is. I mean, I see a LOT of folks talking about the games online, but in real life I have had near zero interaction with the system or people who have played it (though the guys I game with play a fairly wide variety of games).
Years ago our DCC group attempted to play Night Witches, bounced off of it hard, and that was it.
Anyway, I do see some difference between popularity and influence. Something might be popular, but not reverberate further then its core audience while something obscure might find resonance with a smaller core of enthusiastic devotees who amplify its effects through many other areas. Its that resonance that I think sets something apart from merely popularity.
Yeah, so we see this in pretty much the same way. I do think that PbtA has that thing that goes past just popularity. Frankly popularity is, for me, more about how many people play a game. PbtA has been aces at encouraging people to design games, to hack games, to really make it their own and for many of those people, the design principles of PbtA (which are shockingly well laid out in a series of blog posts) have fed back into my general game design and game play. Anyway, I'm glad we've gotten past our mutual boggle. :thumbsup:
 
A bunch of Gumshoe games (The Esoterrorists, Fear Itself, Mutant City Blues, Ashen Stars)
Not just a bunch of the games, but the system is his (as I found out when I was trying to license it) and ORE is his also.
 
Or, more likely, the popularity of the IP it was built around.
There are a few IPs that if a game came out for them (very unlikely), even for a game/system I despise, I'd feel compelled to purchase. Something like a well-done Thomas Ligotti collectible card game :grin:, even though I'd never actually play it.
If you look at the sheer number of dollars that PbtA has generated on Kickstarter, by it and it's ilk (Forged in the Dark), you'd have a number that far exceeds what Avatar is by magnitudes.
 
If you look at the sheer number of dollars that PbtA has generated on Kickstarter, by it and it's ilk (Forged in the Dark), you'd have a number that far exceeds what Avatar is by magnitudes.
I hadn't even gotten to Blades in the Dark and FitD designs yet. :grin:
 
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