Author Topic: Opinions on RPG Systems  (Read 368 times)

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Kaleb7

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Opinions on RPG Systems
« on: September 01, 2011, 09:02 AM »
So you may have noticed I like to jump around systems alot...

I do have an ulterior motive for this and that is I have a homebrew setting I want to eventually flesh out, publish and have sit unsold on shelves :)

So from your experiences with the games we've played in the store as well as RPGs you've played elsewhere, in terms of rules what works for you and what do you find tedious?

Do you like/despise the use of miniatures?

Do you think social interactions should have a rules backing, or should they be freeform in nature?

Do you like random characters or full control over their creation?

High mortality or nigh invulnerability for PCs?

Basically what level of 'crunch' do you like in your games and why or why not?


Cephas

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Re: Opinions on RPG Systems
« Reply #1 on: September 03, 2011, 06:56 AM »
I really liked the FATE system. Actually, I really liked anything that uses a bell curve- Anglerre, Dresden Files, Dragon Age. d20 or d% seems too random to me.

I like the use of miniatures very much, as it means I get to pick out a miniature.

The problem with rules-based social interaction comes when things get between party members- at this point it's better, I think, to actually roleplay than simply say "I roll a [whatever] to intimidate/bluff/persuade/seduce(?...!!) you." Of course, in certain groups this might be a large problem for the socially-focused character, if intra-party conflict is likely to be a problem (or maybe a feature). And with NPC's everything is fair game... I would say write mechanics and leave it up to the GM's discretion whether or not to use them.

I like both. If forced to make a choice, I would choose controlled creation over random. Personally, though, I'm thinking of a cross between Gamma World and FATE- a character archetype that could be randomly determined or chosen (GM's discretion) and aspects or powers that are filled out deliberately.

Again, both. Make a rules set that can be tweaked either to improve or reduce the chance of the player's being done in by a lucky/good enemy. Such as- aspects taken, consequences allowed, hit points, fate points, etc. I like high-mortality campaigns, but I also like those in which one can get attached to the character.

Kaleb7

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Re: Opinions on RPG Systems
« Reply #2 on: September 04, 2011, 09:20 AM »
Thanks!

Social interactions seems to be a touchy subject amongst rpg players, folks don't like having there characters forced to do something... But combat may force their characters to do something as well... Namely be dead  ;D

Personally the only systems I have seen that I like in that regard are the maneuvers used in song of ice and fire which treats intrigues as 'combat' with its own set of maneuvers and how burning wheel handles it.

I would also agree on the bell curve, d20 and d% are essentially the same, the latter giving more granularity but that's it, still very random.

initiative is another overlooked piece. I played a demo of Hackmaster Basic at gencon, liked it so much I missed a scheduled game  :P But they handle initiative as a count up in second, every action takes x seconds, so everyone is always participating, no real turns per say unless you are knocked out or waiting to swing with your slow battle-axe.

 



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