• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

How to decide which system?? Narrative focus

Considering all of the television show licenses the system has, it's obviously suited for a narrative style.
Nothing against Cortex -- I've never owned any of those games -- but that doesn't logically follow. Unisystem also has a bunch of licensed games. All it really means is that both companies pursued licenses, not that their games are inherently good fits.
 

log in or register to remove this ad

I'd take a look at whichever version of Fate fits the genre you're interested in (Legends of Anglerre - fantasy, Diaspora - sci-fi, Spirit of the Century - pulp, Dresden Files - modern supernatural, bit like WoD).

The core Fate rules are free, so it's easy enough to find out if it'll suit your purpose.
 

I'm inclined to say "Make your own". Steal all the ideas you want from whomever you want. (just don't try to sell it)

It may sound wierd but Rolemaster might work. I tend to roleplay more if picking a fight can lead to a swift grizzly death.

That point was driven home for me when my character suffered a catastrophic groin injury before I left the first bar I entered. ( IIRC it was type E with a spear in my junk):eek:

Ouch. Did he roll 66?


When I played Rolemaster, # of combats/session really dropped off, because every one had potential to be significant. The system also has many interesting noncombat skills, so it could be appealling to someone who likes a skills-based game.

OTHO, Rolemaster can be pretty slow in its action moments, so a lot of its appeal really depends how much time one wants to spend on complicated combats.
 

Nothing against Cortex -- I've never owned any of those games -- but that doesn't logically follow. Unisystem also has a bunch of licensed games. All it really means is that both companies pursued licenses, not that their games are inherently good fits.

Okay, well, then take my word for it, I guess. lol I've read Serenity and own Smallville, and it works for narrative pretty well.

FATE is also an excellent choice.
 

We're probably going for a lightly tweaked version of Castles & Crusades for this purpose.

from what I know of C&C, you'll do fine. I like to think that the system should not get in the way of the game. Sure, games differ, systems differ, players differ, everyone has their opinion on all three. I think that it's best to stick to something close to what you do know, so that if tweaks are needed, they are easily done without destroying the fun.
 

Ouch. Did he roll 66?


When I played Rolemaster, # of combats/session really dropped off, because every one had potential to be significant. The system also has many interesting noncombat skills, so it could be appealling to someone who likes a skills-based game.

OTHO, Rolemaster can be pretty slow in its action moments, so a lot of its appeal really depends how much time one wants to spend on complicated combats.

I do not remember exactly what was rolled. It was about 9 years ago and the character did not last 1 session. (But I remember him.)
 

I'd take a look at whichever version of Fate fits the genre you're interested in (Legends of Anglerre - fantasy, Diaspora - sci-fi, Spirit of the Century - pulp, Dresden Files - modern supernatural, bit like WoD).

The core Fate rules are free, so it's easy enough to find out if it'll suit your purpose.
I agree that the Fate rules are spot on for what you are after. Legends of Anglerre and Dresden Files are both excellent (and ENnie-nominated) products, well worth the money.

Best Regards
Herremann the Wise
 

Essentially i like to run mainly forum based games, with a focus on group narrative writing (almost more creative writing than hard and fast rules based games)

You tell us what you're planning to use the system for, but you're not telling us what you hope the system will do, which makes recommendations a bit difficult.

If you're looking for something that handles something akin to D&Dish fantasy, without the hefty rules, I suggest you take a look at Old School Hack. The look won't take you much time, as it's only 26 pages long. It is also FREE, so that look is without risk.

The rules are light - the system doesn't give much active support to narrative, but it stays well out of the way.
 

As someone else who prefers pbp games that focus on narrative but still have a system, I'd also suggest Cortex. Considering all of the television show licenses the system has, it's obviously suited for a narrative style.

While Cortex has been used mostly for licensed products, it was originally used with Larry Elmore's Sovereign Stone game world, which has an accompanying trilogy by Weis and Hickman.

So I think it could work well with various settings, not just TV settings.
 

from what I know of C&C, you'll do fine. I like to think that the system should not get in the way of the game. Sure, games differ, systems differ, players differ, everyone has their opinion on all three. I think that it's best to stick to something close to what you do know, so that if tweaks are needed, they are easily done without destroying the fun.

In essence, any RPG system could be a good role-playing system if the players put the focus on the story and don't let the rules get in the way. I notice my DM'ing style hasn't differed much based on edition. Combat does, but that's it.

All of that being said, I do wonder if maybe I should look at other story-based games a bit closer. I play D&D as it is familiar, but I want a simple rules system.
 

Into the Woods

Remove ads

Top