Reynard
aka Ian Eller
[This is part of my ongoing effort to get a solid conceptual foundation for my own RPG design, so the goal is to get a sense of what other folks like and don't like in the domain of the subject.]
When it comes to mechanical options available to players, it seems there are two poles: options that are basked into the system and available to anyone, and options that are inherent to the individual characters and not available to those without the class/feat/talent/power whatever. Of course this is a contnuum, and not a clean or simple one, so there will be some inherent complexity even discussing it. But broadly, I am curious what people prefer in play, and what they consider pros and cons for leaning toward one pole or the other. And, of course, I am interested in what games folks feel do a good job of presenting either, or a mix.
Just for clarity: I am not really interested in talking about non-mechanical options in this thread. This is not about agency broadly, and systems that don't attach mechanical weight to options aren't really relevant here. Thanks.
Games like (just for example) Savage Worlds tend to focus on lots of system options: cover, called shots, autofire, whatever are all available to everyone. Of course some characters have the right traits to make better use of those than others, but they are are. And of course Savage Worlds also gates some options -- particularly the supernatural or special ones -- behind specific character builds, with the right powers and edges etc. HERO was like this too, with a pretty robust stance and maneuver system on top of a very extensive powers system.
Some games lock out players from using certain maneuvers or tactical options -- either explicitly, or virtually because the penalty for trying these things without special character traits was so high. 3.x D&D is a good example of this, I think, where the various combat options were ineffective, dangerous or both without dedicated feats (sometimes multiple feats). And of course D&D (all flavors) has lots and lots of abilities that are gated behind specific character generation/build choices.
I like the idea of having lots of options available to players at any given time, but I also acknowledge that the more options available, the more likely some players end up with option paralysis.
So what do you think? How do you prefer options be presented and available, and do you think they are better universal to the system, or built into character build choices?
When it comes to mechanical options available to players, it seems there are two poles: options that are basked into the system and available to anyone, and options that are inherent to the individual characters and not available to those without the class/feat/talent/power whatever. Of course this is a contnuum, and not a clean or simple one, so there will be some inherent complexity even discussing it. But broadly, I am curious what people prefer in play, and what they consider pros and cons for leaning toward one pole or the other. And, of course, I am interested in what games folks feel do a good job of presenting either, or a mix.
Just for clarity: I am not really interested in talking about non-mechanical options in this thread. This is not about agency broadly, and systems that don't attach mechanical weight to options aren't really relevant here. Thanks.
Games like (just for example) Savage Worlds tend to focus on lots of system options: cover, called shots, autofire, whatever are all available to everyone. Of course some characters have the right traits to make better use of those than others, but they are are. And of course Savage Worlds also gates some options -- particularly the supernatural or special ones -- behind specific character builds, with the right powers and edges etc. HERO was like this too, with a pretty robust stance and maneuver system on top of a very extensive powers system.
Some games lock out players from using certain maneuvers or tactical options -- either explicitly, or virtually because the penalty for trying these things without special character traits was so high. 3.x D&D is a good example of this, I think, where the various combat options were ineffective, dangerous or both without dedicated feats (sometimes multiple feats). And of course D&D (all flavors) has lots and lots of abilities that are gated behind specific character generation/build choices.
I like the idea of having lots of options available to players at any given time, but I also acknowledge that the more options available, the more likely some players end up with option paralysis.
So what do you think? How do you prefer options be presented and available, and do you think they are better universal to the system, or built into character build choices?






