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Really, how important is the system/edition?
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<blockquote data-quote="maddman75" data-source="post: 4947820" data-attributes="member: 2673"><p>Well, PDQ is about as light as it gets. Each character has so many qualities worth a certain bonus or penalty. If you want to do something, roll 2d6 and beat a 7. If one of your qualities applies, add the bonus. So if you're a dashing pirate, your character sheet might read Being Dashing +2, Swordfighting +2, Sailing Ships +2, Looking for Booty +2, Wanted by the Crown -2. That's pretty much the system.</p><p></p><p>InSpectres is another great light system. It is made intending to be ran with no prep and fast chargen, perfect for those situations where there are several gamers about but no one has anything prepped. It lets the players determine the mystery, and the GM just keeps things moving. The concept is sort of like the PCs are on a Ghostbusters reality TV show, and is very tongue in cheek.</p><p></p><p>Dread is about as rules light as it gets. Pull a block from the Jenga tower if you want to do something. If it falls, you're out. Great for horror one-shots.</p><p></p><p>Dogs in the Vineyard is a little rules heavier, but a great example of rules specific. The PCs are 'God's Watchdogs' in a quasi-mormon old west. They travel from town to town solving problems and keeping the Faithful on track and safe from demons. I rather like that the 'demons' part is left very vague. You can run demons attacking the down as 'crops failing and the women are barren' or 'Brother Jeremiah is possessed and we need to do an exorcism' or both. It has some neat resolution mechanics, where you can either accept a loss or raise the stakes. Is what your arguing about worth getting physical? It is worth throwing a punch? Do you believe you are right enough to pull a gun?</p><p></p><p>But it is specific. If you're looking for rules to survive travelling in the desert, or prospecting gold, or having a mass battle, you won't find it here. This game is about conflict and belief. I rather like that.</p><p></p><p>And really, rules light is a matter of perspective. One man's rules light is another's rules heavy.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4947820, member: 2673"] Well, PDQ is about as light as it gets. Each character has so many qualities worth a certain bonus or penalty. If you want to do something, roll 2d6 and beat a 7. If one of your qualities applies, add the bonus. So if you're a dashing pirate, your character sheet might read Being Dashing +2, Swordfighting +2, Sailing Ships +2, Looking for Booty +2, Wanted by the Crown -2. That's pretty much the system. InSpectres is another great light system. It is made intending to be ran with no prep and fast chargen, perfect for those situations where there are several gamers about but no one has anything prepped. It lets the players determine the mystery, and the GM just keeps things moving. The concept is sort of like the PCs are on a Ghostbusters reality TV show, and is very tongue in cheek. Dread is about as rules light as it gets. Pull a block from the Jenga tower if you want to do something. If it falls, you're out. Great for horror one-shots. Dogs in the Vineyard is a little rules heavier, but a great example of rules specific. The PCs are 'God's Watchdogs' in a quasi-mormon old west. They travel from town to town solving problems and keeping the Faithful on track and safe from demons. I rather like that the 'demons' part is left very vague. You can run demons attacking the down as 'crops failing and the women are barren' or 'Brother Jeremiah is possessed and we need to do an exorcism' or both. It has some neat resolution mechanics, where you can either accept a loss or raise the stakes. Is what your arguing about worth getting physical? It is worth throwing a punch? Do you believe you are right enough to pull a gun? But it is specific. If you're looking for rules to survive travelling in the desert, or prospecting gold, or having a mass battle, you won't find it here. This game is about conflict and belief. I rather like that. And really, rules light is a matter of perspective. One man's rules light is another's rules heavy. [/QUOTE]
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