History EarlyInstallmentWeirdness / TabletopGames

9th Oct '16 4:44:15 PM ArcaneAzmadi
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** As ''Magic'' was the pioneer CCG, Richard Garfield and his team had ''no'' idea how powerful certain aspects of the games could be, perhaps most notably card advantage, resulting in some absolutely ''absurd'' cases of imbalance in the Alpha set. This could be seen most obviously in the "Boon" set, 5 instant spells of each of the 5 colours that gave you [[RuleOfThree 3 of an effect themed to that colour]] for one mana. This set included Red's Lightning Bolt (3 damage), Green's Giant Growth (+3/+3 until end of turn), White's Healing Salve (3 damage prevention or life gain), Black's Dark Ritual (3 black mana) and... Blue's Ancestral Recall, which instantly let you '''draw three cards for 1 mana.''' Once people began to learn how to actually ''play Magic'' Ancestral Recall rapidly came to be considered one of the most overpowered cards in the game's entire history (one of the infamous "Power Nine") and it was never reprinted after the Unlimited set.
7th Oct '16 10:23:03 AM Morgenthaler
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* ''VampireTheMasquerade'' was a vastly different beast in First Edition (1991-1992) and the earliest parts of Second Edition (around 1992-1993, though 2e as a whole continued until 1999). The biggest example of this is the total lack of a {{Metaplot}}. There were other key differences between First Edition and the later editions of the game.

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* ''VampireTheMasquerade'' ''TabletopGame/VampireTheMasquerade'' was a vastly different beast in First Edition (1991-1992) and the earliest parts of Second Edition (around 1992-1993, though 2e as a whole continued until 1999). The biggest example of this is the total lack of a {{Metaplot}}. There were other key differences between First Edition and the later editions of the game.



** The other denizens of the OldWorldOfDarkness were less defined. Werewolves and Mages were insanely powerful boss monsters whose motives and backgrounds were completely unknown. Ghosts and Faeries were also alluded to, and Faeries were even more dangerous than either Werewolves or Mages to the point that they did not have concrete stats, only suggestions for the GM. Mages were less about reshaping reality and more like traditional wizards with insanely high levels of Thaumaturgy and other spells.

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** The other denizens of the OldWorldOfDarkness TabletopGame/OldWorldOfDarkness were less defined. Werewolves and Mages were insanely powerful boss monsters whose motives and backgrounds were completely unknown. Ghosts and Faeries were also alluded to, and Faeries were even more dangerous than either Werewolves or Mages to the point that they did not have concrete stats, only suggestions for the GM. Mages were less about reshaping reality and more like traditional wizards with insanely high levels of Thaumaturgy and other spells.
16th Aug '16 4:57:28 AM Morgenthaler
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* ''MagicTheGathering'' has this in spades. The game's original setting was much closer to a StandardFantasySetting. (In fact, the first set, ''Alpha'' was a deliberate attempt to cram as many familiar fantasy elements as possible in one set.) The colors were much less defined mechanically than today - many cards did things that would be unacceptable in their colors today. The rules were messy. There were bizarre mechanics like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=603 flipping cards over in the air]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=813 dividing creatures into two different groups that can't ever meet]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=740 camouflaging creatures]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=980 subgames]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1147 playing for ante]]. Rules text was written in a much less formal style, the ultimate example of this probably being [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202586 Rock Hydra]]. Also, some early cards also referred to abilities as "special powers." And finally, the "Block system" of one large set followed by two related sets, as we know it today, didn't actually begin until ''Mirage''. ''Homelands'' was originally shoehorned into an ''Ice Age'' "block", but then later made ''Coldsnap'' to properly complete the ''Ice Age'' "block".

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* ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' has this in spades. The game's original setting was much closer to a StandardFantasySetting. (In fact, the first set, ''Alpha'' was a deliberate attempt to cram as many familiar fantasy elements as possible in one set.) The colors were much less defined mechanically than today - many cards did things that would be unacceptable in their colors today. The rules were messy. There were bizarre mechanics like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=603 flipping cards over in the air]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=813 dividing creatures into two different groups that can't ever meet]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=740 camouflaging creatures]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=980 subgames]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1147 playing for ante]]. Rules text was written in a much less formal style, the ultimate example of this probably being [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202586 Rock Hydra]]. Also, some early cards also referred to abilities as "special powers." And finally, the "Block system" of one large set followed by two related sets, as we know it today, didn't actually begin until ''Mirage''. ''Homelands'' was originally shoehorned into an ''Ice Age'' "block", but then later made ''Coldsnap'' to properly complete the ''Ice Age'' "block".



* ''WarhammerFantasyRolePlay'', the role-playing game spinoff of the wargame, wasn't renewed for some fifteen or twenty years, thereby preserving a lot of early canon (like several never-seen-again races such as the Fimir, or the Slann being the {{Precursors}} themselves) in places where the WFRP was popular.

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* ''WarhammerFantasyRolePlay'', ''TabletopGame/WarhammerFantasyRolePlay'', the role-playing game spinoff of the wargame, wasn't renewed for some fifteen or twenty years, thereby preserving a lot of early canon (like several never-seen-again races such as the Fimir, or the Slann being the {{Precursors}} themselves) in places where the WFRP was popular.
25th Jul '16 5:21:35 AM Underachiever
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** [[http://dungeons.wikia.com/wiki/THAC0 THAC0]] in AD&D 1st and 2nd edition, when lower armor class represented more powerful armor. Done away with by third edition.

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** [[http://dungeons.wikia.com/wiki/THAC0 THAC0]] in AD&D 1st and 2nd edition, when lower armor class represented more powerful armor. Done away with by third edition. ([=THAC0=] was in turn a ''simplification'' of the original attack tables listing each individual minimum roll to hit a given armor class for attackers of a given class and level; while these by and large made for a logical progression, there could be oddities such as certain key rolls suddenly repeating across multiple columns to match multiple armor classes at once.)
16th Jun '16 10:52:17 AM LordXavius
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** While nowadays a creature subtype has no specific meaning in a vacuum, for quite some time any creature typed as a Wall simply couldn't attack, and the designers didn't feel the need to spell this out. Since then all such cards have retroactively been given the Defender ability, and while certain subtypes are associated with specific mechanics these are always explicitly stated.
13th May '16 2:44:49 AM polio18
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** Don't forget the fact that in early Warhammer 40K [[https://1d4chan.org/wiki/Illiyan_Nastase THIS]] was considered canon. Any recent Space Marine or Inquisition would immediately brand Illiyan Nastase as an abomination and kill him.
17th Mar '16 1:55:15 AM LinTaylor
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** The first edition had the concept of potion miscibility, where combining two different potions (whether by mixing them or simply by drinking two potions in close proximity) could produce a number of effects, ranging from one of the potions' effects becoming permanent to the mixture blowing up -- which was pretty much instant death if it happened in a poor player's stomach.
13th Feb '16 2:16:13 PM Kayube
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** Additionally, in the early days, there was some issue with templating. The original printing of Flute of Summoning Dragon was the first card to reference another card by name in its text, and it's the only one where that name is not enclosed in quotation marks. Flower Wolf had the word "FUSION" in it;s text box before listing it's materials. Finally, Polymerization said, "Fuse two or more fusion material monsters to form a new fusion monster," without actually explaining how you are supposed to do that.

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** Additionally, in the early days, there was some issue with templating. The original printing of Flute of Summoning Dragon was the first card to reference another card by name in its text, and it's the only one where that name is not enclosed in quotation marks. Flower Wolf had the word "FUSION" in it;s text box before listing it's materials. Finally, Polymerization said, "Fuse two or more fusion material monsters to form a new fusion monster," without actually explaining how you are supposed to do that. (The explanation was in the rulebook, since at the time Polymerization was the only way to get out any fusion monsters- thus, the card's effect needed to be explained alongside fusion monsters themselves.)
13th Feb '16 7:45:23 AM Saber15
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* In the early ''Franchise/BattleTechExpandedUniverse' novels', mechs were portrayed as being extremely nimble, being capable of [[ImpossiblyGracefulGiant doing rolls and such]], which they [[RealRobot sure as hell can't do]] in later novels or in the boardgame.

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* ** In the early ''Franchise/BattleTechExpandedUniverse' novels', mechs were portrayed as being extremely nimble, being capable of [[ImpossiblyGracefulGiant doing rolls and such]], which they [[RealRobot sure as hell can't do]] in later novels or in the boardgame.
13th Feb '16 7:45:05 AM Saber15
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* ''Tabletopgame/BattleTech'' (which was originally called ''[=BattleDroids=]'', but [[Creator/GeorgeLucas someone else]] owns "[[DisneyOwnsThisTrope droids]]") started out with a much [[DarkerAndEdgier darker background]] than its later material - [[HumongousMecha BattleMechs]] were ''literally'' irreplaceable, along with all the [[LostTechnology interstellar technology being irreplaceable]]. Later editions retconned the total destruction of the tech base in the [[ForeverWar Succession Wars]] to simply being crippling - there's still factories to produce Jumpships and mechs and the like, they're just very rare and heavily guarded (Though the situation also becomes better InUniverse with the rediscovery of lost technology through the Helm Memory Core). In the ''Franchise/BattleTechExpandedUniverse'', mechs were portrayed as being ''much'' more nimble in early novels, being capable of [[ImpossiblyGracefulGiant doing rolls and such]], which they [[RealRobot sure as hell can't do]] in later novels.

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* ''Tabletopgame/BattleTech'' (which ''Tabletopgame/BattleTech''
** The game
was originally called ''[=BattleDroids=]'', ''[=Battledroids=]'', but [[Creator/GeorgeLucas someone else]] owns "[[DisneyOwnsThisTrope droids]]") droids]]"). It started out with a much [[DarkerAndEdgier darker background]] than its later material - [[HumongousMecha BattleMechs]] were ''literally'' irreplaceable, along with all the [[LostTechnology interstellar technology being irreplaceable]]. [=ComStar=], the cult that maintained the SubspaceAnsible system was completely absent. Later editions retconned the total destruction of the tech base in the [[ForeverWar Succession Wars]] to simply being crippling - there's still factories to produce Jumpships and mechs and the like, they're just very rare and heavily guarded (Though guarded. InUniverse, the situation also becomes became better InUniverse with the rediscovery of lost technology through the Helm Memory Core). Core.
** ''Battledroids'' also shipped with two alternate rule sets missing in later editions. "Expert" rules formed the basis of later editions rules."Advanced" rules removed piloting checks, fall damage, aimed shots and pushing attacks. "Basic" rules completely changed how the game played; rather than [[SubsystemDamage individual armor sections which could be damaged]], mechs had fixed armor points, and [[CriticalExistenceFailure would be destroyed once all armor was gone]]. Weapon systems could not be individual fired or aimed, instead all attacks were an AlphaStrike with one dice roll. {{Overheating}}, ammo expenditure, and physical attacks were absent.
*
In the ''Franchise/BattleTechExpandedUniverse'', early ''Franchise/BattleTechExpandedUniverse' novels', mechs were portrayed as being ''much'' more nimble in early novels, extremely nimble, being capable of [[ImpossiblyGracefulGiant doing rolls and such]], which they [[RealRobot sure as hell can't do]] in later novels.novels or in the boardgame.
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