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General Tabletop Discussion
*TTRPGs General
Best universal rpg system?
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<blockquote data-quote="TheHand" data-source="post: 8625066" data-attributes="member: 88835"><p>I think the answer largely boils down to what kind of playstyle you're expecting. </p><p></p><p>For very narrative-focused games, I would look into PbtA or FATE, with the former if you and your players like more of a "shared narrative" approach. </p><p></p><p>I don't have enough experience with Cortex to speak with any authority.</p><p></p><p>I used to play a ton of HERO, and it's a solid game engine, but as I've gotten older I consider it to be too crunchy now. However, if you and your players like a high degree of control with character creation and a very granular blow-by-blow combat system this would be a good go-to. GURPs also has very detail-oriented character creation and crunch. </p><p></p><p>So this brings me to Savage Worlds, which is actually my current go-to for generic games. To me, Savage Worlds is a nice balance between narrative focus and crunch. It supports traditional GM/player style play and a pretty easy-to-learn core game engine. It kind of takes the "bolt-on" approach to additional rules and setting rules, where you as the GM can decide how many extra features you want to incorporate (eg, vehicle combat, miniatures, sanity rules, critical injury rules, spell-casting, cybernetics, super-powers, etc). The central mechanic of "Bennies" (hero points, plot coupons) gives players a currency to shape the narrative and gain advantages. </p><p></p><p>In my experience, I'd say Savage Worlds' biggest turn-off seems to be the exploding dice mechanic, which can create very swingy skill checks and combat situations. If you don't like exploding dice or "hero-point/plot coupon" mechanics then I would say look elsewhere. </p><p></p><p>Good hunting!</p></blockquote><p></p>
[QUOTE="TheHand, post: 8625066, member: 88835"] I think the answer largely boils down to what kind of playstyle you're expecting. For very narrative-focused games, I would look into PbtA or FATE, with the former if you and your players like more of a "shared narrative" approach. I don't have enough experience with Cortex to speak with any authority. I used to play a ton of HERO, and it's a solid game engine, but as I've gotten older I consider it to be too crunchy now. However, if you and your players like a high degree of control with character creation and a very granular blow-by-blow combat system this would be a good go-to. GURPs also has very detail-oriented character creation and crunch. So this brings me to Savage Worlds, which is actually my current go-to for generic games. To me, Savage Worlds is a nice balance between narrative focus and crunch. It supports traditional GM/player style play and a pretty easy-to-learn core game engine. It kind of takes the "bolt-on" approach to additional rules and setting rules, where you as the GM can decide how many extra features you want to incorporate (eg, vehicle combat, miniatures, sanity rules, critical injury rules, spell-casting, cybernetics, super-powers, etc). The central mechanic of "Bennies" (hero points, plot coupons) gives players a currency to shape the narrative and gain advantages. In my experience, I'd say Savage Worlds' biggest turn-off seems to be the exploding dice mechanic, which can create very swingy skill checks and combat situations. If you don't like exploding dice or "hero-point/plot coupon" mechanics then I would say look elsewhere. Good hunting! [/QUOTE]
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