A Good Game System

The reasoning is a bit involved, but I'd suggest Nobilis.

Sure, it has lots of 'powers', but the game is written around the _characters_. The depth of character drives the game, and mechanics are almost nonexistant.
 

log in or register to remove this ad

shadow said:
(the've recently broken out of the goth horror genre with Exalted, an anime style fantasy game using a version of the storyteller system)

They did that back in 98 with Aeon or Trinity, Exalted came out last year. The Revised Editions of the WHite WOlf games are second edition WOD with the combat system from Trinity integrated to differentiate damage types from Lethal/Bashing. Exalted just pushes the classic Storyteller system a little farther than the previous efforts, aside from Mage.

Jason
 


I have to add my votes for two systems that were mentioned earlier.

Over the Edge (Atlas Games)
This is a fantastic rules-light game system. Not to mention that is was designed by Jonathan Tweet, who was one of the main designers for 3e... Also the setting is pretty dang cool, but probably not what you are looking for (weird conspiracy stuff).

Big Eyes Small Mouth (Guardians of Order)
This is a bit crunchier but the mechanics are mostly about character creation, once you are playing they tend to fade into the background. My only gripe about this system is that perception checks aren't handled very well.

Oh, and the Jonathan Tweet reference reminded me of...

Everway (Wizards of the Coast/Rubicon Games)
This was the first game that Mr. Tweet did for WotC. It is very free form, card based and pretty cool. I was never very hot on the setting, but if I'm going to run a game for non-gamers, this is my system of choice (it's very easy on the players and tough on the GM, since it is so free form). And I find that I use the resolution cards all the time (it's basically a simplified tarot...)
 


teitan said:


Simple and fluffy? Rolemaster? Simple and fluffy? Heh heh heh... maybe migraine inducing...
Jason

I wouldnt say that. But then I've been playing/running RM games since the mid-80's.

I wouldnt say its the simplest system though. Cinematic can be done, through supplements such as Pulp Adventures.

For Simple and Cinematic, I'd suggest things like Feng Shui, any of the SAGA games, and the WW game Adventure.
 

FUDGE gets my vote...but Tales from the Floating Vagabond is good too, if you like fluff and you can find it.

Cedric
 

Does tales even get to lay claim to being a system? I always thought it was a joke, like H.O.L (Oh, wait, we plaid HOL for a while too.)

Uhhh. Do systems with so many rules they become meaningless count?

:)
 

I've had good experiences with Children of Fire/The Window (found here: http://www.mimgames.com/madness/) It's also completely free.

Big Eyes, Small Mouth 2nd edition is quite simple, as another poster mentioned. It's now basically the Tri-Stat system, and can be found in a bunch of other RPGs. (found here: http://www.guardiansorder.com/)

And finally, while not exactly rules-lite, once you wrap your head around the rolling method, one of the fastest RPG systems I've ever used has got to be Silhouette. It's the base system for Heavy Gear, Jovian Chronicles, Tribe 8, and Gear Krieg. (found here: http://www.dp9.com)

Hope my meandering helps!
 

Kobold,

No I haven't heard about the rokugan in HW.
It seems to me that if you want to run a Lite rule game, with an emphesis on discriptive play. You can use HW with just about any setting.

For a impromtu game I ran HW with a starwars setting. It was great fun. The only problem I have with HW is ranged combat, but with a little tweaking I can be done easily as well.

The Dune game is very nice ( we rode the worm!!), very cinematic.
Im looking forward to the next session ( pentacost next year).

Character generation : Write a story about your character in 100 words, naming the culture you grew up in, Your profession and your faith ( this is the glorantha-character generation). Your DM will assign skills/powers/advantages/disadvantages/abilities from the story and background. And you as a player assign ( together with the DM) your levels in that skill/power/advantage/disadvantage/ability.

Another nice thing is you can use one ability to boost (augment) another. So when escaping from the lair of an enraged bear, you use your Running ability augmented by your Claustrofobia. to leave the cave as fast as possible. To enter the cave you use Courage penalized by Claustrofobia!

If you as a player can describe a plauzible way of using your abilities, you can use abilities in the most creative way.

Combat is set up in such a way that it doesn't matter what kind of conflict your dealing with: So sword and shield combat works the same way as a religious debate or haggling about the price of a Horse. The importance of the event in the story dictates the complicity of the mechanics used. ( not important: simple roll. Pivotal point in the campaign: most detailed resolution system)

HW is really nice! But as I said earlier, Youll have to distill the rules from the book.

There is a simple rule document (pdf) on their website: www.herowars.com/hw/index.html

btw the artwork on the basic book is, in my humble opinion, VERY BAD!!!!!!!
 
Last edited:

Remove ads

Top