Why can't i find a system i really enjoy?

ChaoticTabris

First Post
Hello guys. I know i don’t post a lot here, being Brazilian i post mostly in forums from my country, but i lurk a lot in other forums and in this specific question i think you guys can help me a lot. Many times when I GM or even playing I feel like there is something missing, I few uncomfortable with the system. I’m not as much experience as most people in this forums, some of them probably began playing RPGs when I had not even been born yet and even after I began I had lots of problems with finding players and other things and stayed out of the hobby for long periods. Because of that I would not feel comfortable constructing a system myself or making extensive house rules for a already well-established system. So I have to stay with already published systems.

I began with RPG already as a GM in a monstruous amalgamation of AD&D, D&D and Diablo that had no truly defined rules because i did not have any books. After that I played Vampire (It was huge here in Brazil) and had short experiences with GURPS, Daemon (Brazilian system) and other well-established systems of the time. I played very few AD&D before third edition hit, not much more than 10 sessions. Third Edition was probably the system I played the most, as at this time I found a more defined and stable group. Also, at that time I was beginning to face RPGs in a more mature and serious way. In my group nobody took the (monetary) initiative of converting to 3.5 and I already nurtured at the time a desire to change to other systems (at the time I also came to discover The Forge and fell to the indie vibe for a time. I like indie RPGs but at the time I think it was more of an adolescent rebellion than anything.) and so didn’t want to expend more money with D&D books. During those says I rarely had the opportunity to GM as the group had more experienced GMs than me.

Eventually that original group began to separate and new players arrived as it naturally occurs to all groups and I saw the opportunity of GMing more. D&D 4e was released and my group shunned most of the changes, they were not compatible with the vision of the game my group has. I began a Pathfinder campaign (Nobody in the group had played it but in the end they liked) and it lasted for a decente number of sections. At the same time I was gming Mutants & Masterminds with a friend of mine (I GMed an “arc” and them he GMed another one). I was never a huge fan of D&D and for this reason I eventually abandoned the Pathfinder campaign in a failed attempt to convert my group to Savage Worlds, which I loved with all my heart at the time. We played just one session before it failed uterlly.

Now my group rarely can find a time to play and I decided to sort of begin anew. I’m going to create a “new” group (Calling for new players without caring on the availability of the old ones but it’s fine if one of them happens to be available) with the objective of playing/gming more often. It’s not easy in my city but I don’t care to get noobs and if even that fails I will try gming online. The big question is. I don’t know WHAT TO GM. I don’t know a system i can use where i can’t find na inherent problem that “breaks” the game for me.

With base in my own experiences i’ll post here a list of systems i’ve test and why “not them”:

D&D 3.x/Pathfinder – I don’t like to have to look at the book all the time. Even in the group where I played, with players much more experienced than in me on 3.x i noticed we had to stop all the time to check for some rule in the book and even if we did not do that (“We look at it after. But now it’s going to be like that...”) usually somebody fews unjustified. I think we all know that the system also gets heavier as characters rise in levels and everything gets more unbalanced, complex and takes more time. To add insult to the injury I had a player that was veteran in Storyteller but had never played D&D and I even felt bad when seeing how lost she was with those more experienced players. I was left with the impression that it didn’t matter how much she tried, she rarely had fun playing at all because she basically didn’t get what was happening because of the complexity of the rules.

D&D 4e – A famous RPG podcaster here in Brazil says that he plays D&D for the action and combat and that if he wants to roleplay he prefers indie games. To me good action games are like good action movies, they need not just good action scenes but also a good plot, intrigue and deep characters. After saying that I also most point that I don’t share the vision that 4e is a “wargame” or support the ideas of any side of the edition wars at all. What irritates me more about 4e is how everything seems “packaged”, hermetically sealed to ensure game balance. It can be marvelous for some people but I’m not a very methodical and linear person, i’m also not to perfeccionist about balance. I hate a very unbalanced system but in the end there is no truly balanced system. I’m also not a fan with the time the combat takes. I understand that the time it takes is because things are actually happening on the table, not because of overly complex rules or many dice rolls like on 3.x but even so it’s not what I seek in a combat. I have nothing against tactical combat (I’m a wargamer too afterall), I even preffer it over more bland systems, but I just don’t like for one or two combats to take most of the game session.

AD&D and other Old-School systems – It was because of an interview by a brazilian podcaster with the author of the first brazilian modern Old-school RPG that I got the idea of making this topic (Mainly because of the explanation the author gave about what he did not like in 3.5). I’m not very experienced with Old-school games and retro clones. I also don’t have the feeling of nostalgia most people get from those games because I almost didn’t play D&D and AD&D. I do like the simpler mechanics and understand that not all of the keep with mistakes of the past (Argh... level limits based on class/race combination, i’m looking at you) but at the same time I miss the customization and flexibility of newer systems. In general I’m not an old school GM and I don’t identify with what I understand as old school (but that comes more from the blogs I read).

Savage Worlds – I was in love with this system for a long time but now I got to see it as bland in many points. It’s an amazing system but sometimes you lose something with such simplicity (Like the question with boss fights).

True20 – A good system but it trips in many small mistakes that weak the game as a whole. Also, it was basically abandoned by the publisher.

Cortex – A good system, but the creators didn’t invest enough in making it more “sandboxy” than I would like. I don’t like having to reference Firefly and Battlestar Galactica to creat my own sci-fi game or having to make a magic system from scratch because the rulebook has not a well-defined one.

M&M – The supers genre is one of the few where i don’t feel bad with my system choice. I use M&M and don’t even think about it. But unlike many people I don’t think it makes a good game for other genres. As an example I can’t see myself Gming Warhammer 40k with M&M.

GURPS, Hero System, Fusion e others not listed – I don’t know enough to give na opinion.

PS: Those opinions are personal. Please dn't turn this into a flame war thread.
 

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Hello ChaoticTabris,

Whatever happens and you decide to do, I hope you can get your gaming fix somewhere. :)

From what you say, it seems like you had the most success playing Pathfinder (even though it seems not to be your personal preference or one that has worked with that Storyteller player). One suggestion I have is to look for the E6 thread here in the general forum. Imagine a Pathfinder game with a lower-powered world where characters top out at 6th level and gain feats from that point on. Looking up of complex higher level spell rulings is nullified while still hopefully maintaining the things you did enjoy about the system. Stick to a core set of books without all the splats and perhaps then you might get a system that you can then get to work how you want it to.

I'm not sure if this is entirely what you are after but based upon your previous experience, it might at least be successful.

Best Regards
Herremann the Wise
 


I can empathize with your plight ChaoticTabris. I have also found myself in the same kind of rut. As a whole every system has its weaknesses and strengths. If your gaming just try to enjoy the game and not worry about the system as a whole. And if your GMing try to find a game were you can live with the faults of the system. Other than that my advice cup is kind of empty.
 


It might help to set out a list just of what you are looking for, rather than what you are not. That way, people can "pitch" various games they've tried at you.

My own system-in-progress might be worth a look when completed (as it is free). It has class limitations based on race, but that is easily house ruled away (i.e., "No class limitations based on race." Done). But it has a few features I think are good:

* Customizable characters (based on skills, weapon skills, and certain class features) without the 10,000 feats of some other games.

* Some classes that are easy to design/play, and some that are complex. Some can be either.......A basic fighter can be easily designed and played, but a more complex fighter can be created, and both seem to be fun in playtests.

* Modest stat blocks that nonetheless contain a reasonable amount of detail.

* Easy to convert 1e to 3e materials, MERP materials, etc.; I find 4e somewhat more complex due largely to the delve format.

* Plays relatively fast and simple.

* Easy to prep for.

* I don't tend to have to look up too much, except in terms of spells and/or psionic powers. I usually keep a print out of the combat summary page with me, which notes the modifiers for attempting various special combat actions. OTOH, my players have quickly picked up on the tactics they can try, and I don't normally even have to reference the rulebook myself.

BIG DOWNSIDE: Not ready yet. The Beta Playtest is just that....and an organizational nightmare.

BIG UPSIDE: When ready, I am going to host a game here on EN World, so you can try it.

Best of luck with whatever games you try!

RC
 

I second the suggestion of E6. It makes 3.5 or pathfinder (which I have NOT played, but have read a lot of) a much more manageable game.

Here's a place to browse: https://sites.google.com/site/e6baselinesrd/

I like it because characters can keep "improving" without getting so complex or overpowered compared to the rest of the world that adventures are forced into more and more bizarre locales.

There's a tremendous amount of material out there for 3.5, and E6 lets you use all of it, but doesn't require it.

Another option might be Microlite 20, a very minimal rules structure based on D20; you can find it here: Microlite20
 

I don't know if you are familiar with the ENnie award winning FATE system, but Strands of Fate retools the FATE system into a universal toolkit that provides you with everything you need to play anything from Tolkein-style fantasy to Cthulhu-style horror to transhuman sci-fi to anything in between.

You can learn more, and download the 113 page preview, here.
 

I'll just echo Raven Crowking here - I think choosing an RPG or RPGs is about having a basic idea of what you are looking for, rather than what you're not.

If you're looking for indy-style games which retain some crunch you could look at games using the Fate system which includes modern horror (Dresden Files) sci-fi (Diaspora) and pulp fiction (Spirit of the Century).

There's also Burning Wheel (fantasy) and Burning Empires (sci-fi), both of which are fairly rules heavy but are still based around players seeking conflicts and setting stakes.

Apocalypse World is great - it has a very simple, but incredibly versatile, dice mechanic - and really captures the flavour, language and attitude of a post-apocalyptic world. There's a D&D hack called Dungeon World which I've not tried but has received a lot of praise.

Maybe take a look at Mouse Guard, Don't Rest Your Head, Dogs In the Vineyard.

I know I've basically just thrown out a list of games, but I guess the more games you check out the more chance you have of finding one which clicks for you and your group.
 

With base in my own experiences i’ll post here a list of systems i’ve test and why “not them”

In my experience, there is no such thing as a "perfect" game. If you're looking for flaws, you most assuredly will find them, and you'll determine that every game on the planet is badly broken. So, you probably have to learn to accept some flaws, to work with them, work around them, or just ignore them.

In my experience, there are very few systems that cannot be fun when played with the right people, and very few that cannot be ruined when played with the wrong people. In that sense (again, in my experience) the rules don't matter so much - the majority of fun coming from playing a game comes from the people, not the system.

So, like others, I would suggest you change your focus - look at the people you have to work with, and find a system that will give them what they want, and the rest will usually follow.
 

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