RPGs that you feel trip over their own cool ideas

Swanosaurus

Adventurer
I think there are a few RPGs that come up with a cool, innovative idea that they love, build their system around it ... and then it turns out that while the system is solid, the idea is not so great after all. But they stick to it, because they love it and it's part of their core identity. Now, obviously, this is a purely subjective matter of "what works for you", but are there RPGs that you like, but that present an element as part of their core concept that you think they would be better of without, or that at the very least should be downplayed?

I have two of these. One is Monte Cook's Cypher system - I really like the mechanics, but I'm not a big fan of cyphers. Outside Numenera, they always feel tacked-on, and even within the Ninth World setting, they are kind of artificial. Also, you need to do a lot of book-keeping for them (yes, there are cards, but I don't really like cards in my rpgs).

The other one is Green Ronin's AGE system. It's fine, but the endless stunt lists are just annoying. There's nothing wrong with granting a special effect on doubles, but make it simple and/or freeform. Really, filling a quarter of your book with stunt lists that the players have to choose from every other roll is worse than Rolemaster in grinding the game to a halt.
 

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I felt like a lot of the World of Darkness games had a lot of examples of cool ideas on the story side, but then when it came time to play the mechanics they were often overly convoluted or confusingly written.

And not to pick on White Wolf too much, but I remember trying to get into Exalted 2nd edition and just bouncing off the action economy/initiative system. The GM even had us try using props and counters to help.
 

Pathfinder 1e feats and to a lesser extent 3e.

They were great to start with, but once we needed an excel spreadsheet to find the feats, and all the theory crafting and the multiple pre-requisites/chains etc it became too unwieldy. This combined with the unbounded accuracy meant that the game could be quickly become boinked. Particularly around attack rolls and spell saves.
 

One is Monte Cook's Cypher system - I really like the mechanics, but I'm not a big fan of cyphers. Outside Numenera, they always feel tacked-on, and even within the Ninth World setting, they are kind of artificial. Also, you need to do a lot of book-keeping for them (yes, there are cards, but I don't really like cards in my rpgs).
Have you ever tried running the Cypher system modified without the cyphers? The Cypher system has a SRD, the license is different, but I assume you could build a variant that does not use cyphers while retaining the rest of the system. What I've seen with quite a few systems, that while one part you might love, and hate another part, when you pull out the hated part, either the system collapses completely or you're stuck with a boring mess.

I have a love/hate relationship with Shadowrun, I think that the core dicepool system is very cool, but in the three editions I played it still had major issues, a lot of that is due to horrible organization and scattered systems across many, many books. The other 3 editions I haven't played, apparently didn't fix the issue either and added more stuff I kinda like or absolutely hate. Funnily enough, someone had the thought that trying to keep doing the same thing over and over again and expecting a different outcome is the definition of insanity... And made a different game for the same setting (SR Anarchy), and while that idea was absolutely great, the implementation was far too simplistic for my tastes. Luckily someone made another attempt and made a version 2.0 that is less simple...

But in this age of cheap PDFs (bundles) and (free) DTP software, we can easily assemble and modify a system if we want to...
 

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