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<blockquote data-quote="Glyfair" data-source="post: 3485267" data-attributes="member: 53"><p>From what I've heard, the best introductory RPG from a mechanics POV.</p><p></p><p>I really like <a href="http://www.glorantha.com" target="_blank">Heroquest</a>. It does take a different mindset from D&D. Combat and tactical games aren't very interesting, so a dungeon crawl style is bad. However, scenarios with a variety of contests are handled very well. Also, using creative methods is encouraged.</p><p></p><p>Things I love about the system (besides the fact that it's for Glorantha, the original world for <em>Runequest</em>:</p><p></p><p><strong>Character Generation</strong>: The different character generation methods, from writing a 100 word description of your character and deriving your abilities from that to creating a character on the fly as you play (for the players who are chronically late to your games).</p><p></p><p><strong>Open Ended Abilities</strong>: There are no "standard stats" necessarily. Every character has abilities based on their concept. Yes, there are the RPG staples of sword fighting, strong or fast. However, anything you might consider can be used from "widely travelled" to "smells bad" to "speaks in riddles."</p><p></p><p><strong>Universal Conflict Resolution</strong>: One basic mechanic covers all contests with two different methods divided based on how important they are to the story. Most are resolved with one roll, but cinematically important contests go to the extended method. The extended method can be used whether the important contest is a combat or a debate.</p><p></p><p>Also, this allows you to use varying abilities in the contest, possibly with a penalty. If a huge troll is bearing down with his "club fighting skill" (augmented with "strong" and "big") you can try to use your "confuse the dumb" in the contest ("You can't kill me now, it's elf season, not human season").</p></blockquote><p></p>
[QUOTE="Glyfair, post: 3485267, member: 53"] From what I've heard, the best introductory RPG from a mechanics POV. I really like [url=http://www.glorantha.com]Heroquest[/url]. It does take a different mindset from D&D. Combat and tactical games aren't very interesting, so a dungeon crawl style is bad. However, scenarios with a variety of contests are handled very well. Also, using creative methods is encouraged. Things I love about the system (besides the fact that it's for Glorantha, the original world for [I]Runequest[/I]: [B]Character Generation[/B]: The different character generation methods, from writing a 100 word description of your character and deriving your abilities from that to creating a character on the fly as you play (for the players who are chronically late to your games). [B]Open Ended Abilities[/B]: There are no "standard stats" necessarily. Every character has abilities based on their concept. Yes, there are the RPG staples of sword fighting, strong or fast. However, anything you might consider can be used from "widely travelled" to "smells bad" to "speaks in riddles." [B]Universal Conflict Resolution[/B]: One basic mechanic covers all contests with two different methods divided based on how important they are to the story. Most are resolved with one roll, but cinematically important contests go to the extended method. The extended method can be used whether the important contest is a combat or a debate. Also, this allows you to use varying abilities in the contest, possibly with a penalty. If a huge troll is bearing down with his "club fighting skill" (augmented with "strong" and "big") you can try to use your "confuse the dumb" in the contest ("You can't kill me now, it's elf season, not human season"). [/QUOTE]
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