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<blockquote data-quote="Wombat" data-source="post: 4642772" data-attributes="member: 8447"><p>Hmmm, big question here.</p><p></p><p>One system that I have used successfully for many different settings, one that is easy for even non-roleplayers to pick up on, is <em>Over the Edge</em>. Similar to FUDGE and <em>Spirit of the Century</em> it is a "build your own idea" -- you decide on a Central Trait, two Side Traits, and a Flaw. Very broad, very intuitive, but it does require a certain amount of GM-player input and interaction to get it to run smoothly. Still, it is a game that I can get up and running within an hour, that the players grasp, and that a wide variety of people enjoy.</p><p></p><p>On a more detailed level, I really like the HarnMaster system; in fact, it is probably the only straight-percentile system that I still like. If you roll under your percentage, you succeed; if you roll over it, you fail. If the roll ends in a 0 or a 5, you have a special success/failure. Character creation has options for purely by chance, utterly by choice, or a mix-and-match method -- I prefer this latter. Again, I have been able to move this to system to multiple settings.</p><p></p><p>The revised <em>World of Darkness</em> system works pretty neatly. It is a dice pool system where the dice pools don't get out of hand. If you roll 8 or better, you have a success; if you roll less, you have a failure. You count the number of successes to determine who is ahead or whether you have completed a task. This is also a great system for introducing new gamers -- it is simple, obvious, and intuitive. Of course there can be a fair amount of interpretation with the interactions between certain powers, but that is a comparatively simple matter as long as the players and GM get along well. </p><p></p><p><em>Ars Magica</em> is good, but basically it works best as a fantasy/magic system. I haven't really been able to port it over to something else, but it might work. It is rather more difficult to explain to non-gamers, or even gamers who are only comfortable with a single system (a very large percentage of gamers in general).</p><p></p><p>In the end, I prefer games that are cooperative over competitive. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 4642772, member: 8447"] Hmmm, big question here. One system that I have used successfully for many different settings, one that is easy for even non-roleplayers to pick up on, is [I]Over the Edge[/I]. Similar to FUDGE and [I]Spirit of the Century[/I] it is a "build your own idea" -- you decide on a Central Trait, two Side Traits, and a Flaw. Very broad, very intuitive, but it does require a certain amount of GM-player input and interaction to get it to run smoothly. Still, it is a game that I can get up and running within an hour, that the players grasp, and that a wide variety of people enjoy. On a more detailed level, I really like the HarnMaster system; in fact, it is probably the only straight-percentile system that I still like. If you roll under your percentage, you succeed; if you roll over it, you fail. If the roll ends in a 0 or a 5, you have a special success/failure. Character creation has options for purely by chance, utterly by choice, or a mix-and-match method -- I prefer this latter. Again, I have been able to move this to system to multiple settings. The revised [I]World of Darkness[/I] system works pretty neatly. It is a dice pool system where the dice pools don't get out of hand. If you roll 8 or better, you have a success; if you roll less, you have a failure. You count the number of successes to determine who is ahead or whether you have completed a task. This is also a great system for introducing new gamers -- it is simple, obvious, and intuitive. Of course there can be a fair amount of interpretation with the interactions between certain powers, but that is a comparatively simple matter as long as the players and GM get along well. [I]Ars Magica[/I] is good, but basically it works best as a fantasy/magic system. I haven't really been able to port it over to something else, but it might work. It is rather more difficult to explain to non-gamers, or even gamers who are only comfortable with a single system (a very large percentage of gamers in general). In the end, I prefer games that are cooperative over competitive. ;) [/QUOTE]
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