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One System To Rule Them All!

Which Generic System Would You Choose?

  • GURPS 4th Edition

    Votes: 36 27.7%
  • Hero 5th Edition Revised

    Votes: 23 17.7%
  • End All Be All (EABA)

    Votes: 2 1.5%
  • CORPS

    Votes: 1 0.8%
  • Fudge

    Votes: 10 7.7%
  • FATE

    Votes: 4 3.1%
  • The Window

    Votes: 1 0.8%
  • Something Else

    Votes: 53 40.8%

  • Poll closed .
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SWBaxter said:
OWorld of Darkness - has a generic core book and a pretty decent system that plays a lot faster than it reads. Oriented towards modern horror in the fiction pieces, but nothing to prevent you from using it for whatever else you like.

Well, it's not really generic - I won it and love it, but if I want to run... say... a high fantasy game with it, I have to make up all of my own rules for high fantasy. Ditto if I want to run a hard science fiction game with it. Or a post-apocalypse game. Or even a Cthulhu Mythos game (which I have, in fact, designed my own nWoD rules for).

Ultimately, I have the same problem with nWoD that I have with d20 Modrn - it's squarely focused on one time period and a slim handdful of genres by design. It can do other things, sure - but not without a heavy amount of design work on my part. Hence, it isn't really generic, despite the temptation to label it as such.

HeroQuest - has a generic version (QuestWorlds) coming out at some point. Narrative approach makes it easy to port to different genres, IMHO.

Coming Soon doesn't help me much now ;)

True20 - actually a pretty decent and reasonably generic system which has the advantage of working well with all the d20 stuff out there today.

Is True 20 available in print [outside of Blue Rose] yet, or is it still just a PDF file?
 

BroccoliRage said:
or the chaosium system, except combat takes forever...

Somebody mentiond BRP over at Dragonsfoot, as well (where I'm also running this poll) and it probably should have been on my list - the reason it wasn't, I think, is that I overlooked as it has very little genre coverage (even less than Fudge, FATE, or the Window) built into the core rules as they currently exist.
 

Good question.

Mostly I think it depends on quite how much in the way of rules and/or ease of play you want.


>> For something quick, expandable and effective there's the Savage Worlds Revised edition - hardcover from Great White Games (a simplified & expanded version of the Deadlands system). All inclusive, plus plenty of free stuff (monsters, etc) can be found online. Uses different size dice (but only one at a time) to represent greater skill, all having to hit 4+ for a success, with greater degrees for every 4 pts over. Pretty easy to come up with new talents and add in extras for make things interesting. Has enough info in the book to represent most things initially. Fast and furious as the blurb says. Lots of free conversions online for many genres/systems.

>> For a system that's a bit more inclusive, with some multi-genre crunch, there's the Fuzion system from R.Talsorian. Mixed quite heavily as it is now with the old Dream Park system it caters for a lot of options, though requires a touch more reading and digestion. Points based, including buying gear which could be an issue. Talents & Perks for more customising. Tons of equipment and weapons across a fair few genres/time periods. Also has a appropriate selection of clerical and regular magic, psionics and superpowers. Can buy pets, animal companions and vehicles with points too. Fairly expandable. Plenty of available free conversions online.

>> For the full on DIY approach there's the TriStat dX system from Guardians of Order (free as a pdf from drivethrurpg as well I think). It's points based (similar bonuses and probs as above), though you have to have a fairly solid concept in mind when gen'ing as there's so many options listed otherwise things tend to end up pretty high powered no matter what the genre. Stems from anime and mostly better for higher end and simpler stuff. Doesnt have much in the way of campaign examples, no monsters, etc so will need more work out of the box. You can use several different ways to resolve conflict, skills, etc with one die (the default is normally d10 + skill).

>> Slightly less genre-vague is the d6 System. There's the new versions out recently including d6 Space (any sci-fi plus psi), d6 Adventure (anything modern-esque, incl. psi & some magic) and d6 Fantasy. You may also be able to get hold of the original d6 Customizable System book, but that requires a lot more work across the board. Overall the system is pretty simple, has a decent amount supplied for each genre type and the info in each book is mostly interchangeable which means decent available resource. You can easily build spells, powers, monster abilities, etc from scrach using the same scale of x number of d6, roll and add up to achieve/exceed a target number. Lots of free stuff online including conversions for almost any genre/film/system.


The added bonus with the TriStat and Fuzion is that you can get free versions online and pretty cheap for a hardcopy, so can't hurt to snaffle 'em for a look if you're so inclined.


On a last note I'd also include Everstone in there as a customisable base to work from. It's not actually a generic system (having its own unique setting), being a combination of stripped down d20 (new race/spell ideas) and BESMd20/TriStat above. Its points based, uses a nice race specific hit dice mechanic, an energy pool for spells and most abilities, is points based, and personally I think is very good for adding in new abilities, spells and stuff for classes, races and whatever. The possible down side is that it's still loosely d20, loosely level based (though this can be ignored completely if desired) and has its own setting (though also pretty good, specially for examples of powers).


Most of the systems mentioned can result in fairly good interesting, useful, self-contained characters from day one. You're unlikely to be worrying as much about keeping PC's alive early on as you would starting at low level with D&D say. Tends to make the games more fun and character driven in my experience. The systems tend to have options - and I love options (dont we all?).

If all else fails free to drop me a mail as I've got a couple of generic systems I use that may be of use :)


Cheers

Klayv
 

klayv said:
Mostly I think it depends on quite how much in the way of rules and/or ease of play you want.

I'd kind of like to pick up a system that can be scaled up or down when it comes to the number of rules used, as well as the level of detail covered by those rules. This is why a lot of systems that have been mentioned in this thread aren't on the poll (including Savage Worlds, actually).

Fuzion system from R.Talsorian. Mixed quite heavily as it is now with the old Dream Park system it caters for a lot of options, though requires a touch more reading and digestion. Points based, including buying gear which could be an issue. Talents & Perks for more customising. Tons of equipment and weapons across a fair few genres/time periods. Also has a appropriate selection of clerical and regular magic, psionics and superpowers. Can buy pets, animal companions and vehicles with points too. Fairly expandable. Plenty of available free conversions online.

Honestly, I intensely dislike Fuzion due to mechanical balance issues and its fairly untintuitive combat system. Still, I do appreciate you mentioning it.

>> For the full on DIY approach there's the TriStat dX system from Guardians of Order (free as a pdf from drivethrurpg as well I think). It's points based (similar bonuses and probs as above), though you have to have a fairly solid concept in mind when gen'ing as there's so many options listed otherwise things tend to end up pretty high powered no matter what the genre. Stems from anime and mostly better for higher end and simpler stuff. Doesnt have much in the way of campaign examples, no monsters, etc so will need more work out of the box. You can use several different ways to resolve conflict, skills, etc with one die (the default is normally d10 + skill).

Also not a big favorite of mine, for much pretty much the same reasons that I dislike Fuzion, but again, I appreciate you taking the time to mention it.

>> Slightly less genre-vague is the d6 System. There's the new versions out recently including d6 Space (any sci-fi plus psi), d6 Adventure (anything modern-esque, incl. psi & some magic) and d6 Fantasy. You may also be able to get hold of the original d6 Customizable System book, but that requires a lot more work across the board. Overall the system is pretty simple, has a decent amount supplied for each genre type and the info in each book is mostly interchangeable which means decent available resource. You can easily build spells, powers, monster abilities, etc from scrach using the same scale of x number of d6, roll and add up to achieve/exceed a target number. Lots of free stuff online including conversions for almost any genre/film/system.

Holy crap! Totally slipped my mind - and I was a huge D6 gear head for years (I played through all four printings of the d6 StarWars RPG). I kind of wish you hadn't mentioned it, though, as I may now have to deal with nostalgic pangs as I hash out a decision ;)

On a last note I'd also include Everstone in there as a customisable base to work from.

Interesting - I've seen this in the bargain bin at the FLGS, but since it was marketed as a setting, not as standalone game, I never picked it up. Is it, in fact, a standalone game?
 

jdrakeh said:
I'd kind of like to pick up a system that can be scaled up or down when it comes to the number of rules used, as well as the level of detail covered by those rules. This is why a lot of systems that have been mentioned in this thread aren't on the poll (including Savage Worlds, actually).
Understood - I like the SW system but I've also had my doubts with scaling at the higher end and the instant power available in many starting cases.


jdrakeh said:
Honestly, I intensely dislike Fuzion due to mechanical balance issues and its fairly untintuitive combat system. Still, I do appreciate you mentioning it.

TriStat dX.
Also not a big favorite of mine, for much pretty much the same reasons that I dislike Fuzion, but again, I appreciate you taking the time to mention it.
Not a problem, glad to have been of help :)

And you've got a fair point regarding both - can't say they're my favourites either. For pretty much the same reasons too, though can never tell what things people like until you bring it up.


jdrakeh said:
Holy crap! Totally slipped my mind - and I was a huge D6 gear head for years (I played through all four printings of the d6 StarWars RPG). I kind of wish you hadn't mentioned it, though, as I may now have to deal with nostalgic pangs as I hash out a decision ;)
My apologies ;) D6 was definitely one of the more useful generic systems and I've fairly recently come back to that conclusion for one of my own games. Easily scaleable and easy to slot in 'options' mechanically whenever they may arise. I can't stand having to spend hours stat'ing up NPCs, monsters, looking up powers, etc so I find it ideal.

Don't know if you've seen the new D6 books, but they've incorporated more character options in the form of advantages, disadvantages, special abilities & limitations. Between them they allow plenty of fleshing-out to let players create the character they want. Hmm, not sure I should be pushing another system on a d20 message board but hey ;)

jdrakeh said:
Interesting - I've seen this in the bargain bin at the FLGS, but since it was marketed as a setting, not as standalone game, I never picked it up. Is it, in fact, a standalone game?
Yep, Everstone is stand alone, which was one of the reasons I picked it up. Its the only book you need to carry about which tends to suit my general modes of transport. The setting is pretty distinctive but it's the way the powers, feats and spells are designed and implemented that I find really opens up options. Once you've had a look through the ones in the book it becomes second nature and almost instant (comparatively) to create and write up cool ad-hoc powers and abilities. You dont even really need the class system. I found people that liked the idea could actually then come up with their own concepts, put them together with the ref and get it running in no time. Virtually unheard of!


All said and done my preference with my current style of games and the need for flexibility and easy expansion means I go with the D6 System. It's also the one I'm using to create a sneaky variant mixed with a few other ideas that I've put together that dont easily fit into the more rules-heavy systems.

Having been through a similar dilemma recently re: systems, number of books and the like, the most solid advice I could give would be to go with the one that works most intuitively for you, ideally with the simplest, most mechanically transparent ways of adding new things. I find I spend hours less on worrying over the rules and hours more on the cool stuff. My players are much happier this way.

I've also found that a lot revolves around how much trust the players have in the ref. Some want rules to read, digest and regurgitate, whilst others are happy to let you get on with it if they know you wont use arcane rulings to screw 'em over. Marvellous stuff.

Cheers

Klayv
 

I have to say that with Grim Tales - and only Grim Tales - you can do anything from fantasy to modern to future. It includes rules for each of those. The book has a magic system right along with firearm rules. It even has some pretty spiffy mechanics for horror if you want that.

One of its strengths is that it is also easily portable with other d20 products, which is why you often see it used in conjunction with something else.
 

I've never been a big fan of "generic" systems -- they always leave important matters out or are too cludgey for my tastes. For a truly "generic" system you want minimal rules, because any rules you put in are going to be contradicted when you move to a different setting.

Less rules, more generic; more rules, less generic.

This is only a wombatian truism, so your mileage may vary ;)

That being said, there are three systems I would recommend for your quest:

1) Fudge -- if this isn't generic, nothing is! It is about as open of a system as you could want although, as you have already stated, it doesn't have a lot of official support.

2) BRP (Chaosium) -- percentile-based skills, simple mechanics, adaptable equipment, works generally well. Of course the magic tends to fall down fast outside of the two "core" settings (Glorantha, Cthuhlu), but it is still pretty workable.

3) (the really odd one) Over The Edge -- Most people only know about this one due to the setting (Al Amarja), but if you strip out the base rules you have something as easy and quick to use as Fudge, possibly even more adaptable to different situations, and very smooth. I have used it successfully for the core setting, for a low-magic fantasy setting, for a fun superhero game, and for a highly successful pulp campaign.

So if you are looking for systems, these are three simple recommendations.

D20 and GURPS are fine in their own regard, but I don't think either of them is nearly as generic as they portray themselves.
 

Hjorimir said:
I have to say that with Grim Tales - and only Grim Tales - you can do anything from fantasy to modern to future. It includes rules for each of those.

And GURPS doesn't?

The book has a magic system right along with firearm rules. It even has some pretty spiffy mechanics for horror if you want that.

Same for GURPS.
 

d20 :P

... and in the darkness *bind* them!

d20 can do anything those other inferior systems can handle... mostly :P
 

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