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<blockquote data-quote="Stormonu" data-source="post: 6292954" data-attributes="member: 52734"><p>I will throw in my hat in saying that Savage Worlds has become the system for me for "rules-satisfying". I'd also like to include FATE, but I've only had the chance to read it, but not play it.</p><p></p><p>My biggest concerns for rules satisfying are three-fold:</p><p></p><p>1) How much time are rules questions going to take up? If I have to go hunt a rule down or read to make a ruling, it makes me less likely to enjoy the game. In the best case, there's only a couple rules to keep track of, the players have the info on their sheet or a moment or two of thought and I can decide in which directions things will go. Also factoring into that is rule lawyering. While that is almost exclusively a player base/table issue than one of the ruleset, I now actively avoid rulesets where rule fights are more likely to occur (yes, D&D 3E falls into this category)</p><p></p><p>2) Do character choices count? If I make a swashbuckling pirate, I want my choices to have meaning and effects on game play, not just in name. For example, 1E D&D was very bad in this regard - said swashbuckling pirate would likely be a generic fighter or thief, and fighting unarmored or with a rapier would have proved to be extremely ungratifying.</p><p></p><p>3) Rules coherency. Quite simply, the rules should fit the fiction, and there should be a framework to to leave as few gaps as possible - covering as many bases as possible without a handful of charts or esoteric equasions. I don't want to see something like V&V's carrying capacity formula in any game I play ever again. And differentiating a wizard from a sorcerer isn't something that should require ten pages to accomplish. But neither should a game leave out rules for like, skills.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6292954, member: 52734"] I will throw in my hat in saying that Savage Worlds has become the system for me for "rules-satisfying". I'd also like to include FATE, but I've only had the chance to read it, but not play it. My biggest concerns for rules satisfying are three-fold: 1) How much time are rules questions going to take up? If I have to go hunt a rule down or read to make a ruling, it makes me less likely to enjoy the game. In the best case, there's only a couple rules to keep track of, the players have the info on their sheet or a moment or two of thought and I can decide in which directions things will go. Also factoring into that is rule lawyering. While that is almost exclusively a player base/table issue than one of the ruleset, I now actively avoid rulesets where rule fights are more likely to occur (yes, D&D 3E falls into this category) 2) Do character choices count? If I make a swashbuckling pirate, I want my choices to have meaning and effects on game play, not just in name. For example, 1E D&D was very bad in this regard - said swashbuckling pirate would likely be a generic fighter or thief, and fighting unarmored or with a rapier would have proved to be extremely ungratifying. 3) Rules coherency. Quite simply, the rules should fit the fiction, and there should be a framework to to leave as few gaps as possible - covering as many bases as possible without a handful of charts or esoteric equasions. I don't want to see something like V&V's carrying capacity formula in any game I play ever again. And differentiating a wizard from a sorcerer isn't something that should require ten pages to accomplish. But neither should a game leave out rules for like, skills. [/QUOTE]
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