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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about system options versus character options.
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<blockquote data-quote="RenleyRenfield" data-source="post: 9870116" data-attributes="member: 7044197"><p>Fun idea = start with blank paper, then just run an adventure for your group. No character sheets, no rules, not even set dice. As you need to make things matter, write it down. Character does a strong thing? write down 'strong' and give them a bonus for doing strong things. GM need NPC to know a thing? roll to see what they know, or just make it up - then write it down. Let your own voice and gameplay inform what 'matters'. Then just codify that and refine that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>Even if it does not make a full rpg system for you, it will give you a very honest mirror as to what you are actually using/playing.... </p><p></p><p></p><p></p><p>Exalted 3e has lots of options. And GURPS has lots of options. It does lead to decision paralysis and it leads to a bunch of 'dead weight' options that were taken but not really used. All other games that do this have the same issue. I am not sure what this says, only that i can confirm these things 100% of the time when they exisit. </p><p> </p><p></p><p></p><p>Well... I say spend a <em>few months </em>playing and running nothing but Dread. Then see what your thoughts are. </p><p>I used to like the universal system to handle everything, then I played other games and realized universal systems are not universal, and they are not able to do many things. 10 Candles is another example of this... its just a thing GURPS, Savage Worlds, HERO, et al - can never do. </p><p></p><p>What experiences do you want in gaming?</p><p></p><p>Sometimes we want to laugh, sometimes we want to cry, sometimes we want to smash (bad guy or each other...take that as you will). So I got many many tools in my rpg shed, and its better for it. </p><p></p><p>This goes for character options. PBTA playbooks are neat, tidy, clear, do what they say on the tin. World of Darkness has tons of powers, merits, flaws, etc options options, does make some games fun too. </p><p></p><p>I made my own universal system based on <a href="https://storytellerrpg.itch.io/vampire-the-requiem" target="_blank">WoD (link here in the vamp section)</a> - my players liked this because it was intuitive and simple, and it could flex into a lot of settings. But after a while, it was clear it was too much for what we actually needed in play (that whole start with a blank paper thing...we did that ya....) </p><p></p><p>So in the end, i think all are great, both are good, do whatever makes your game bestest! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9870116, member: 7044197"] Fun idea = start with blank paper, then just run an adventure for your group. No character sheets, no rules, not even set dice. As you need to make things matter, write it down. Character does a strong thing? write down 'strong' and give them a bonus for doing strong things. GM need NPC to know a thing? roll to see what they know, or just make it up - then write it down. Let your own voice and gameplay inform what 'matters'. Then just codify that and refine that. :) Even if it does not make a full rpg system for you, it will give you a very honest mirror as to what you are actually using/playing.... Exalted 3e has lots of options. And GURPS has lots of options. It does lead to decision paralysis and it leads to a bunch of 'dead weight' options that were taken but not really used. All other games that do this have the same issue. I am not sure what this says, only that i can confirm these things 100% of the time when they exisit. Well... I say spend a [I]few months [/I]playing and running nothing but Dread. Then see what your thoughts are. I used to like the universal system to handle everything, then I played other games and realized universal systems are not universal, and they are not able to do many things. 10 Candles is another example of this... its just a thing GURPS, Savage Worlds, HERO, et al - can never do. What experiences do you want in gaming? Sometimes we want to laugh, sometimes we want to cry, sometimes we want to smash (bad guy or each other...take that as you will). So I got many many tools in my rpg shed, and its better for it. This goes for character options. PBTA playbooks are neat, tidy, clear, do what they say on the tin. World of Darkness has tons of powers, merits, flaws, etc options options, does make some games fun too. I made my own universal system based on [URL='https://storytellerrpg.itch.io/vampire-the-requiem']WoD (link here in the vamp section)[/URL] - my players liked this because it was intuitive and simple, and it could flex into a lot of settings. But after a while, it was clear it was too much for what we actually needed in play (that whole start with a blank paper thing...we did that ya....) So in the end, i think all are great, both are good, do whatever makes your game bestest! :) [/QUOTE]
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