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The Quest for the "One True System" Is It a Myth or Something More?


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It's a myth.

Just find a game system/edition that works well for your gaming group and stick with it.

You really can't say it's a myth and then follow it up with a statement implying a person find one that works well for everyone in their group. That's kind of a paradox if you think about it. Not trying to be facetious, but if the game works well for everyone and that's all you ever play then by default you found a one true system. Am I wrong?

More often than not people tend to gravitate toward specific systems I think and by default then try different genres using that system. As has been stated, that tends to lead to disenchantment as people realize the system doesn't work for everything. I think with games continually advancing and developing eventually a system might be found that works across the board; Monte's Cypher System, as I've mentioned, seems to have great possibility for this along with Savage, Fate, and a few others mentioned through the thread.
 

You really can't say it's a myth and then follow it up with a statement implying a person find one that works well for everyone in their group. That's kind of a paradox if you think about it. Not trying to be facetious, but if the game works well for everyone and that's all you ever play then by default you found a one true system. Am I wrong?

More often than not people tend to gravitate toward specific systems I think and by default then try different genres using that system. As has been stated, that tends to lead to disenchantment as people realize the system doesn't work for everything. I think with games continually advancing and developing eventually a system might be found that works across the board; Monte's Cypher System, as I've mentioned, seems to have great possibility for this along with Savage, Fate, and a few others mentioned through the thread.

Then by all means, continue on your quest to find the "One True System."
 

Then by all means, continue on your quest to find the "One True System."

Or, for some of us, to write the One True System...

Here's a new course for the thread:

Does ENworld have the resources to point us in the direction of the One True System? Does it have:

- A diverse base of users
- Support for multiple genres and RPG types
- A representative sample of the roleplaying community
- O.G.R.E.?
- Polls?
 

Or, for some of us, to write the One True System...

Here's a new course for the thread:

Does ENworld have the resources to point us in the direction of the One True System? Does it have:

- A diverse base of users
- Support for multiple genres and RPG types
- A representative sample of the roleplaying community
- O.G.R.E.?
- Polls?

You bring up good points. One thing to think about is that ENWorld was originally designed to focus on one system. It is interesting that it has evolved to now cover more. First focusing on d20 stuff and now pretty much whatever is popular gets mentioned.
 

It's a myth.

Just find a game system/edition that works well for your gaming group and stick with it.

That works until you want to play a setting/genre that the game you like doesn't handle well. Even the various "universal" systems have a way of doing things, and that way isn't always conducive to the "feel" that you want to get from playing in a particular setting/genre. People who love classes and levels aren't going to love GURPS or Savage Worlds, and they're not likely to like the way those systems work with D&D settings. For that matter, GURPS and Savage Worlds approach games in entirely different ways, and don't do the same sort of games well.
 

That works until you want to play a setting/genre that the game you like doesn't handle well. Even the various "universal" systems have a way of doing things, and that way isn't always conducive to the "feel" that you want to get from playing in a particular setting/genre. People who love classes and levels aren't going to love GURPS or Savage Worlds, and they're not likely to like the way those systems work with D&D settings. For that matter, GURPS and Savage Worlds approach games in entirely different ways, and don't do the same sort of games well.

Therefore, the "One True System" is a myth.

Somebody will eventually find something "wrong" with the current system they're using and move on.
 

Or, for some of us, to write the One True System...

Here's a new course for the thread:

Does ENworld have the resources to point us in the direction of the One True System? Does it have:

- A diverse base of users
- Support for multiple genres and RPG types
- A representative sample of the roleplaying community
- O.G.R.E.?
- Polls?

This is my final say on the issue at hand.

Before looking at EN World for resources, ask yourself these important questions:
1. Why do I want to write this system? What are my objectives?

2. Are there any other systems out there that accomplish these objectives and goals? (i.e. is my system a "heart breaker?" )

3. Who is my audience and what are their tastes? Am I writing this for my local group of gamers for for the broader gaming community?


You'll probably come up with answers that will lead you to write a system that you, yourself, might enjoy. It might be the "One True System" in your mind.

The next step is to convince others that it is. Expect disagreement.
 

More often than not people tend to gravitate toward specific systems I think and by default then try different genres using that system. As has been stated, that tends to lead to disenchantment as people realize the system doesn't work for everything. I think with games continually advancing and developing eventually a system might be found that works across the board; Monte's Cypher System, as I've mentioned, seems to have great possibility for this along with Savage, Fate, and a few others mentioned through the thread.

My speculative theory is that 100 years from now RPGs may have settled into a few dominant systems that will continue to be the dominant systems for the foreseeable future. New systems will appear, some will gain tread, some won't. But the concept of role-playing entertainment will have become more developed and reached a point where the main premises have been worked out and you aren't in need of constantly making new systems with the hope that they will catch on and be big, or having disagreements about the rules. Different systems will be very well designed to scratch specific itches, and you'll use them as needed for the experience you are going for.

Very much like sports. When's the last time you heard people complaining about the basic rules of football (either kind)? Either you like a game for what you like it for, or you don't. But you don't constantly debate whether the basic mechanics fulfill it's goals properly, or how they should completely change how this or that fundamental part of the game works.

What will continue to be created at that point are specific settings. And with that, there will probably actually be some setting specific rules, but the systems that have become dominant (or at least some of them) have created codified systems for how to add setting specific rules by that point.

I don't think we are anywhere near there, and I'm pretty sure none of the current game systems will be any of the well-established systems we would see in the future if I'm correct. But the exciting thing for designers is that role-playing really is in it's infancy, and anything we create (especially innovations) has the chance of having a permanent impact on the future of role-playing recreation.

Pretty awesome inspiration if you ask me.
 

My quest for the One True System ended after playing several GURPS campaigns 20 years ago. Which brought me to the conclusion that a system designed to provide for a special type of game play is better than a generiy system adapted to the task.
I'm here, too. I'd rather figure out what the campaign will be about, the kinds of experiences I hope we'll have, and then figure out the system from there. Or decide on the system first, and gear my game towards its strengths and away from its weaknesses.

So when I wanted to run Temple of Elemental Evil, I went straight to 1e, for example.

I don't want a "one true game." Those sorts of games are often unfocused and do lots of things only decently. I'd rather have a tightly focused game for the genre I'm trying to hit.
 

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