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Best System for Berserk
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<blockquote data-quote="steenan" data-source="post: 5340640" data-attributes="member: 23240"><p>I'm looking at the requirements you listed and it seems strange to me. </p><p></p><p>How would you want to play the game? If it contains necessary, lethal combat against more powerful opponents, what would prevent PCs from getting slaughtered every other session or even more often?</p><p></p><p>Do you want a system that makes creating new characters and getting them in game easy enough for the lethality to not be a problem? Or a system with metagame mechanics that help characters survive and win even though they are (in-game) weaker and/or disadvantaged? Or a system that is hardcore tactical and you may win against "impossible odds" with right choices, but get killed in an instant if you make a mistake?</p><p></p><p>One may portray winning many improbable fights in a movie or a book. In RPG you either model winning many fights or winning being improbable. If you simulate the setting, characters will lose and die much more often than in movies. If you simulate the genre, combats will be much easier from the metagame perspective than from the characters' point of view.</p><p></p><p>Games that are good at giving the feeling you aim for aren't the games that satisfy the criteria listed. If you want the struggle and despair, look for a game where the system isn't used to decide success, but to decide price - the question being not if PCs win, but what they lose to achieve victory and if it was worth it in the end. Take a look at Polaris, if you can - I know that's a completely different setting, but you'll get what I'm talking about here.</p></blockquote><p></p>
[QUOTE="steenan, post: 5340640, member: 23240"] I'm looking at the requirements you listed and it seems strange to me. How would you want to play the game? If it contains necessary, lethal combat against more powerful opponents, what would prevent PCs from getting slaughtered every other session or even more often? Do you want a system that makes creating new characters and getting them in game easy enough for the lethality to not be a problem? Or a system with metagame mechanics that help characters survive and win even though they are (in-game) weaker and/or disadvantaged? Or a system that is hardcore tactical and you may win against "impossible odds" with right choices, but get killed in an instant if you make a mistake? One may portray winning many improbable fights in a movie or a book. In RPG you either model winning many fights or winning being improbable. If you simulate the setting, characters will lose and die much more often than in movies. If you simulate the genre, combats will be much easier from the metagame perspective than from the characters' point of view. Games that are good at giving the feeling you aim for aren't the games that satisfy the criteria listed. If you want the struggle and despair, look for a game where the system isn't used to decide success, but to decide price - the question being not if PCs win, but what they lose to achieve victory and if it was worth it in the end. Take a look at Polaris, if you can - I know that's a completely different setting, but you'll get what I'm talking about here. [/QUOTE]
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