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New RPG, what are rules and concepts you love in rpg's?
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<blockquote data-quote="Blue" data-source="post: 7013260" data-attributes="member: 20564"><p>Things I'd like to see in a system:</p><p></p><p>I enjoy systems that get out of my way and let me play (and run). Universal mechanic, no scattering of subsystems that I need to look up, easy ad hoc adjudication, minimal at-table math.</p><p></p><p>I enjoy systems that let players have a lot of customization in character creation and advancement, such that creating characters is fun that some people might do just for the heck of it. But minimize sub-optimal characters. (Which also means reigning in highly optimized characters that make a regular character sub-optimal.) I don't like Masters-of-all-trades where you can always grab at the spotlight, and I dislike uber-specialized characters that only are good at one thing and the GM needs to work that in every session to give that PC some spotlight time.</p><p></p><p>On the flip side GMs have simple and quick foe creation and customization. I want to minimize DM mechanical prep time for a session.</p><p></p><p>Combat isn't overwhelmed with lots of fiddly options that slow it down. Players shouldn't have to wait more than a few minutes between actions even at high levels of play - so that means that everyone else's turn plus everything the GM does shouldn't take more than a minute each (maybe a bit more for the GM).</p><p></p><p>Improv and "let me try this" are built into the system, as opposed to a bunch of hardcoded options. If two characters want to pull a rug out from someone to make them fall down the stairs, the GM should be able to adjudicate in the time a "regular" action would take. By the same token, improv actions shouldn't necessarily be weaker than "regular" actions. Not saying that someone throwing a chair at someone's legs to get them to fall is as likely to succeed as a experienced martial artist who knows how to trip people, but that improv actions aren't always a bad choice because regular actions are much more powerful.</p><p></p><p>If the setting isn't all about combat, that combat is quick by wall time and can be done by just an expert or two much like D&D can have just one party face, or one ranger/explorer. Not every class being centered mechanically around how they can equally contribute to combat. Consider something like Leverage, with one Hitter in a group.</p></blockquote><p></p>
[QUOTE="Blue, post: 7013260, member: 20564"] Things I'd like to see in a system: I enjoy systems that get out of my way and let me play (and run). Universal mechanic, no scattering of subsystems that I need to look up, easy ad hoc adjudication, minimal at-table math. I enjoy systems that let players have a lot of customization in character creation and advancement, such that creating characters is fun that some people might do just for the heck of it. But minimize sub-optimal characters. (Which also means reigning in highly optimized characters that make a regular character sub-optimal.) I don't like Masters-of-all-trades where you can always grab at the spotlight, and I dislike uber-specialized characters that only are good at one thing and the GM needs to work that in every session to give that PC some spotlight time. On the flip side GMs have simple and quick foe creation and customization. I want to minimize DM mechanical prep time for a session. Combat isn't overwhelmed with lots of fiddly options that slow it down. Players shouldn't have to wait more than a few minutes between actions even at high levels of play - so that means that everyone else's turn plus everything the GM does shouldn't take more than a minute each (maybe a bit more for the GM). Improv and "let me try this" are built into the system, as opposed to a bunch of hardcoded options. If two characters want to pull a rug out from someone to make them fall down the stairs, the GM should be able to adjudicate in the time a "regular" action would take. By the same token, improv actions shouldn't necessarily be weaker than "regular" actions. Not saying that someone throwing a chair at someone's legs to get them to fall is as likely to succeed as a experienced martial artist who knows how to trip people, but that improv actions aren't always a bad choice because regular actions are much more powerful. If the setting isn't all about combat, that combat is quick by wall time and can be done by just an expert or two much like D&D can have just one party face, or one ranger/explorer. Not every class being centered mechanically around how they can equally contribute to combat. Consider something like Leverage, with one Hitter in a group. [/QUOTE]
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