scramble wrote:
Heh. Seems you're right. OK, here's one for you: The first bunch of Indie RPGs I discovered were the likes of HeroQuest, FATE and PDQ. I was impressed that you could express a character with a few well-chosen phrases and descriptors. I could easily convert all of the characters I had ever played to those systems! So, for that time I had the following equation in my head: Indie = freeform traits. But I I'd already seen that some time before... Yup, that was Risus. So... Risus = freeform traits = Indie? (OTOH, I can think of several reasons why this assumption is wrong. But I'm curious how you'd put it.)
Sure ... the older version of
Fate that I have, back when it was still a
Fudge derivative, mentions
Risus once and me twice ... Chad's
Monkey Ninja Pirate Robot (a PDQ game, as I recall) cites
Risus in a "special thanks," and so on. In the places where indie games are made, folks often mention
Risus fondly, and me ... with variable levels of fondness

So, the way I'd put it is "Some indie games do nod to
Risus as a notable ancestor, and that's very groovy of them."
But player-designed/designated skills/traits/classes/what-have-you were a feature of many regular-industry RPGs in the 80s (either in core rules or in some well-known magazine variants, depending), so that's an idea that had already been bought and sold multiple times in regular RPG retail outlets; nothing indie
or independent about it, intrinsically.
Where
Risus really gets in trouble is the to-the-victor part of the combat rules. Victory in combat has no mechanically-mandated result ... the opponent doesn't necessary fall unconscious or die, rather, the victor chooses what happens (with GM consent). So, a swashbuckly guy is free to be 100% pacifistic with his sword ... he can "beat" people by dropping their belts around their ankles, leaving them humiliated and rubbing rosary beads, whatever the GM agrees fits the method and the mood and so on.
So, some people point to
Risus as some kind of mile-marker on the road to "narrative control" being handed to the player, which, as a concept, is something a lot of indie games are into. All I can do is point out that the intent is otherwise: that there is no "narrative" to "control" (by the player
or the GM) and that it's just
Risus acknowledging its own abstract nature and (this part
is deliberate) letting heroes be swashbuckly and stylish and creative without being walking abbatoirs.
On this point (and one or two others),
Risus may have accidentally innovated (and if so, I forgive it). If one thing helped inspire another, well, that's just back to polite nods.
Risus is independent. It exists, and for that matter sometimes pays the rent, without any dependence on the traditional three-tier RPG retail industry (where I toiled for a decade). But as I've said before, "independent" doesn't equal "indie" anymore than "fan" equals "fanatic." Once a word breaks off on its own, its off on its own, gathering connotations. The connotations I see attached to "indie" belong nowhere near
Risus, a traditional RPG with strong 1980s-gaming-style roots and intentions.
(And celebrating its 20th Anniversary next year with an all-new, less-bloat edition!)
(Plus: Google up "Risus Kickstarter" and throw money, plz and thx).