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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8955021" data-attributes="member: 11760"><p>I don't want a single RPG. I want RPGs that are tuned around a given game experience. I even put 5E and OSR into separate categories, as they each offer satisfying -- but different -- dungeon-centric fantasy gaming.</p><p></p><p>That said, my list:</p><p></p><ul> <li data-xf-list-type="ul">No nostalgia for nostalgia's sake. I played through the era of having to look at charts to adjudicate every roll. The designers back then didn't know better, but we do now. Use the best design available to offer the experience you're looking for.</li> <li data-xf-list-type="ul">The game shouldn't be generic. If I'm sitting down to play a zombie game, it should have core mechanics that help it naturally tell a different story than a space opera game or a supers game or a fantasy game.</li> <li data-xf-list-type="ul">Have a unified resolution system. The majority of decisions should be adjudicated in the same fashion, ideally with the same die type.</li> <li data-xf-list-type="ul">The core game should be extremely streamlined and complexity should come from optional bolt-on modules, which ideally would create different experiences.</li> <li data-xf-list-type="ul">The core rules themselves should be able to be expressed in a handful of pages. The rest of the rules can be adding more details or options (like the spell or monster lists in D&D games) or ways to flesh out games (like random tables full of content).</li> <li data-xf-list-type="ul">The math should be solid. I don't want to worry about it myself, but I want to know the math majors banged on it and declared the chassis sound.</li> <li data-xf-list-type="ul">I should not need to be a math major myself in order to make compelling homebrew content.</li> <li data-xf-list-type="ul">System mastery should be satisfying but not to the extent that it makes those without it feel like they shouldn't bother showing up.</li> <li data-xf-list-type="ul">No "trap" character options. Characters should be able to excel in one area, so long as they're never useless in other situations.</li> <li data-xf-list-type="ul">Make the core rules engine open content, so that others can create supplements and adventures, etc., to go along with it.</li> <li data-xf-list-type="ul">I should be able to prep a satisfying game in less than 30 minutes. But if I get inspired to, I should be able to find satisfying ways to spend all weekend doing some sort of prep for an upcoming session.</li> <li data-xf-list-type="ul">Character creation should form natural connections with other players' characters and create setting details in an emergent fashion.</li> <li data-xf-list-type="ul">There should be a special on-ramp for non-RPG players and it should be good enough for even seasoned veterans to enjoy.</li> </ul></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8955021, member: 11760"] I don't want a single RPG. I want RPGs that are tuned around a given game experience. I even put 5E and OSR into separate categories, as they each offer satisfying -- but different -- dungeon-centric fantasy gaming. That said, my list: [LIST] [*]No nostalgia for nostalgia's sake. I played through the era of having to look at charts to adjudicate every roll. The designers back then didn't know better, but we do now. Use the best design available to offer the experience you're looking for. [*]The game shouldn't be generic. If I'm sitting down to play a zombie game, it should have core mechanics that help it naturally tell a different story than a space opera game or a supers game or a fantasy game. [*]Have a unified resolution system. The majority of decisions should be adjudicated in the same fashion, ideally with the same die type. [*]The core game should be extremely streamlined and complexity should come from optional bolt-on modules, which ideally would create different experiences. [*]The core rules themselves should be able to be expressed in a handful of pages. The rest of the rules can be adding more details or options (like the spell or monster lists in D&D games) or ways to flesh out games (like random tables full of content). [*]The math should be solid. I don't want to worry about it myself, but I want to know the math majors banged on it and declared the chassis sound. [*]I should not need to be a math major myself in order to make compelling homebrew content. [*]System mastery should be satisfying but not to the extent that it makes those without it feel like they shouldn't bother showing up. [*]No "trap" character options. Characters should be able to excel in one area, so long as they're never useless in other situations. [*]Make the core rules engine open content, so that others can create supplements and adventures, etc., to go along with it. [*]I should be able to prep a satisfying game in less than 30 minutes. But if I get inspired to, I should be able to find satisfying ways to spend all weekend doing some sort of prep for an upcoming session. [*]Character creation should form natural connections with other players' characters and create setting details in an emergent fashion. [*]There should be a special on-ramp for non-RPG players and it should be good enough for even seasoned veterans to enjoy. [/LIST] [/QUOTE]
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