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General Tabletop Discussion
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Best toolbox RPG to start with?
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<blockquote data-quote="dbm" data-source="post: 9639811" data-attributes="member: 8014"><p>All the toolbox and genre-flexible systems will do that, with more or less work required. The trick IMO is to know what your default style is and mostly work from that one. </p><p></p><p>For me personally I like action adventure which makes Savage Worlds my start position. You can tune up or down from there. There are optional rules for gritty damage and skills specialisation if you want to tune down the feel and make the characters more grounded. And there are optional rules for damage caps and a super powers system if you want to dial it up (there is also the Rifts implementation which, of course, dials things to 11).</p><p></p><p>The well established systems all have good guidance for how to implement a type of game:</p><p></p><p><img src="https://live.staticflickr.com/65535/53086372223_c79f0c3b2f_c.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In terms of play styles, again they will give you more or less tools for different things. And over time when you internalise the tools you will see how to implement other things with them. I’ve spent the last 5-6 years focussed on Savage Worlds and now I really understand how the mechanics work and I find it super-easy to customise to my specific game. </p><p></p><p>The others are pretty much the same, just from different baselines. I was primarily a GURPS player and GM for about 15 years before that and, again, I really got to know that system. I switched because the default position of GURPS (‘real world verisimilitude’) wasn’t what I was playing very often anymore and that meant I was doing customisation every game to move it to action-adventure which is Savage Worlds baseline. </p><p></p><p>Systems with worked examples are the easiest to get for me, it depends on your own learning preferences though. Reading Deadlands, Pathfinder for Savage Worlds and Savage RIFTS really helped me see how the game’s designers saw customisation working.</p><p></p><p>The fully toolbox systems (Fudge and Cortex Prime) will require more work which is a double-edged sword. More effort but more customisation because your system will be somewhat hand-crafted.</p></blockquote><p></p>
[QUOTE="dbm, post: 9639811, member: 8014"] All the toolbox and genre-flexible systems will do that, with more or less work required. The trick IMO is to know what your default style is and mostly work from that one. For me personally I like action adventure which makes Savage Worlds my start position. You can tune up or down from there. There are optional rules for gritty damage and skills specialisation if you want to tune down the feel and make the characters more grounded. And there are optional rules for damage caps and a super powers system if you want to dial it up (there is also the Rifts implementation which, of course, dials things to 11). The well established systems all have good guidance for how to implement a type of game: [img]https://live.staticflickr.com/65535/53086372223_c79f0c3b2f_c.jpg[/img] In terms of play styles, again they will give you more or less tools for different things. And over time when you internalise the tools you will see how to implement other things with them. I’ve spent the last 5-6 years focussed on Savage Worlds and now I really understand how the mechanics work and I find it super-easy to customise to my specific game. The others are pretty much the same, just from different baselines. I was primarily a GURPS player and GM for about 15 years before that and, again, I really got to know that system. I switched because the default position of GURPS (‘real world verisimilitude’) wasn’t what I was playing very often anymore and that meant I was doing customisation every game to move it to action-adventure which is Savage Worlds baseline. Systems with worked examples are the easiest to get for me, it depends on your own learning preferences though. Reading Deadlands, Pathfinder for Savage Worlds and Savage RIFTS really helped me see how the game’s designers saw customisation working. The fully toolbox systems (Fudge and Cortex Prime) will require more work which is a double-edged sword. More effort but more customisation because your system will be somewhat hand-crafted. [/QUOTE]
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