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General Tabletop Discussion
*TTRPGs General
The Quest for the "One True System" Is It a Myth or Something More?
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<blockquote data-quote="fireinthedust" data-source="post: 6241082" data-attributes="member: 51930"><p>There's two things in this that I think are important:</p><p></p><p>1) the search for user-friendly systems</p><p></p><p>2) the search for a good simulation of X</p><p></p><p>3) the one game you can get your group to actually do.</p><p></p><p></p><p>In short:</p><p></p><p>1) Playing a game requires a certain flexibility for players. You need to have some kind of "game" that is fun for all players plus GM as frequently as possible. Cut down on lag time in turns (so simple rolls) is good, but so is having "stuff" they can use (ie: new items or powers, or even just a precious length of rope or a torch when needed), and so is having more than just "yet another" roll dX against target Y repetition. That's one aspect of the Utopia of RPGs. Find one that works really well and lets you do what you want to do. You can re-skin a lot of stuff so long as everyone has as much fun as everyone else, and things run smoothly. </p><p> </p><p></p><p>2) The Simulation of X is an ongoing struggle: how do you represent how Judge Dredd feels with dice/Cards/Jenga? Vs. how to simulate Doctor Who? James Bond? X-Men? Each setting requires different, well, conceits. You can't expect one system to have the same flavour or style of play. Heck, each story type may need a different mechanic: horror, cinematic action, etc.</p><p></p><p>3) I'm finding that it doesn't matter the system so much as my players insisting on playing D&D. it's obnoxious that some folks refuse to try supers, or cyberpunk, but this seems to be the utopia system. Sadly.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 6241082, member: 51930"] There's two things in this that I think are important: 1) the search for user-friendly systems 2) the search for a good simulation of X 3) the one game you can get your group to actually do. In short: 1) Playing a game requires a certain flexibility for players. You need to have some kind of "game" that is fun for all players plus GM as frequently as possible. Cut down on lag time in turns (so simple rolls) is good, but so is having "stuff" they can use (ie: new items or powers, or even just a precious length of rope or a torch when needed), and so is having more than just "yet another" roll dX against target Y repetition. That's one aspect of the Utopia of RPGs. Find one that works really well and lets you do what you want to do. You can re-skin a lot of stuff so long as everyone has as much fun as everyone else, and things run smoothly. 2) The Simulation of X is an ongoing struggle: how do you represent how Judge Dredd feels with dice/Cards/Jenga? Vs. how to simulate Doctor Who? James Bond? X-Men? Each setting requires different, well, conceits. You can't expect one system to have the same flavour or style of play. Heck, each story type may need a different mechanic: horror, cinematic action, etc. 3) I'm finding that it doesn't matter the system so much as my players insisting on playing D&D. it's obnoxious that some folks refuse to try supers, or cyberpunk, but this seems to be the utopia system. Sadly. [/QUOTE]
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