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<blockquote data-quote="Blue" data-source="post: 8955195" data-attributes="member: 20564"><p>I explicitly don't have a single perfect RPG. Because I've been fiddling with RPG ideas for several decades and I realized that many ideas that I am excited about don't go together. They wouldn't play well together. Just like you can be in the mood for different drinks.</p><p></p><p>For about two decades I had it broken up into two systems. A crunchy, simulationist system with good flexible rules for everything from creating spells to whatever, with strong advice for the DM to handle any corner cases the rules don't. And doesn't use the same character creation/advancement currency for combat, alternate types of combat (say mechs or spaceships), social, and discovery pillars of play. Something to scratch the Champions/BattleTech/Star Fleet Battles itch.</p><p></p><p>And a lightweight narrative system that breaks a lot of the expectations of normal play, has plentiful opportunities for player authorship, normalizes failure as natural downbeats in a story as opposed to something to be avoided at all costs, and because of that cares less about combat-balanced characters and more about unique and interesting characters that all have equal chances at spotlight. Now, they both have some points in common, such as a strong setting that the mechanics actively support.</p><p></p><p>But the past few years I've added in rules-like bespoke systems around a particular campaign, somewhat in the style of PbtA. Which has the idea of a mechancially supported setting and turns it up to 11, with the idea that the type of gameplay we want to see here is both supported mechanically, the character archetypes and tropes are not just possible but optimized and correct for this type of game, and it doesn't focus on gameplay that is against that feel. Sort of the opposite of a Big Tent game.</p><p></p><p>Among all three, common elements are mechanics that support the setting and style of play, and having friends willing to play and run it.</p></blockquote><p></p>
[QUOTE="Blue, post: 8955195, member: 20564"] I explicitly don't have a single perfect RPG. Because I've been fiddling with RPG ideas for several decades and I realized that many ideas that I am excited about don't go together. They wouldn't play well together. Just like you can be in the mood for different drinks. For about two decades I had it broken up into two systems. A crunchy, simulationist system with good flexible rules for everything from creating spells to whatever, with strong advice for the DM to handle any corner cases the rules don't. And doesn't use the same character creation/advancement currency for combat, alternate types of combat (say mechs or spaceships), social, and discovery pillars of play. Something to scratch the Champions/BattleTech/Star Fleet Battles itch. And a lightweight narrative system that breaks a lot of the expectations of normal play, has plentiful opportunities for player authorship, normalizes failure as natural downbeats in a story as opposed to something to be avoided at all costs, and because of that cares less about combat-balanced characters and more about unique and interesting characters that all have equal chances at spotlight. Now, they both have some points in common, such as a strong setting that the mechanics actively support. But the past few years I've added in rules-like bespoke systems around a particular campaign, somewhat in the style of PbtA. Which has the idea of a mechancially supported setting and turns it up to 11, with the idea that the type of gameplay we want to see here is both supported mechanically, the character archetypes and tropes are not just possible but optimized and correct for this type of game, and it doesn't focus on gameplay that is against that feel. Sort of the opposite of a Big Tent game. Among all three, common elements are mechanics that support the setting and style of play, and having friends willing to play and run it. [/QUOTE]
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