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*TTRPGs General
RPGs that you feel trip over their own cool ideas
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<blockquote data-quote="Swanosaurus" data-source="post: 9866517" data-attributes="member: 7044220"><p>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?</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9866517, member: 7044220"] 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. [/QUOTE]
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