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The Quest for the "One True System" Is It a Myth or Something More?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6257173" data-attributes="member: 6677017"><p>The funny thing is, I'm actually working on my own One True System. I'll probably use it for pretty much any idea I have that the system can handle with it's narrativist/simulationist hybridization.</p><p></p><p>On the other hand, I can't play D&D with it and get that D&D feeling. For that I'll be playing 5e. And I'll be playing 5e fairly hard-core simulationist, which my own system isn't designed to do at all.</p><p></p><p>I also like trying other systems, and expect I will continue to do so. However, once my OTS has been completed, I expect I will be much less likely to try new systems unless they are really designed to the feel of their setting in the way I was discussing. If the setting really grabs me, and that isn't the case, I'll use my own system. Unless those other games are designed for a more simulationist or gamist style, in which case I might be out of luck if they have a bad system.</p><p></p><p></p><p></p><p>I'll include D&D in general, rather than just d20 as being poor systems. It's understandable since they were extremely early design and we've learned since then.</p><p></p><p>At the highest level I guess I would say that any system which provides a detailed rules-framework which has serious problems creating the experience it aims to provide is a heavily flawed system. I would say that most role-playing games that are and ever have been on the market have fallen into that trap.</p><p></p><p>I consider any sort of disclaimer to the GM to the effect that he can change the rules and use or ignore them as he prefers to be a red flag as to system integrity. It is basically a straight up admission:</p><p></p><p>"These rules don't work unless you override, change, or ignore them."</p><p></p><p>A higher quality game would be designed in such a way that you never need to break the rules, and that the game is not improved if you do break them.*</p><p></p><p>Note that a game which encourages arbitrary assignments within definite parameters is not necessarily guilty of that failing. The +2/-2 DM's best friend is a good solid mechanic, for example.</p><p></p><p>Now, I don't think there are many high quality games out there. I don't think the role-playing hobby has fully matured yet. It's still in it's childhood.</p><p></p><p>Also, just because I don't think a game system is high quality, doesn't mean I don't enjoy playing it. Taco Bell might not count as high-quality Mexican food, but that doesn't mean it don't enjoy it on occasion.</p><p></p><p>I think 5e D&D will be my favorite version of it, and honestly, the only one I'll be able to play without cringing, but I don't think you can really get away from the problems I'm talking about with any sort of D&D or d20 OGL system.</p><p></p><p>If you're interested in more details, I can write-up a critique of specific elements.</p><p></p><p></p><p></p><p>Yep, I'll play in just about anything short-term if invited.</p><p></p><p></p><p>*Unless breaking the rules is the <em>point</em> of the game. Kind of like how you make up rules in the card game Mao. A game designed around a group of rule-breaking characters could profitably be designed in such a way that breaking the rules of the game is encouraged and accounted for, with every effort to make it feel like you are, in fact, actually breaking the rules (even if, in reality, you aren't).</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6257173, member: 6677017"] The funny thing is, I'm actually working on my own One True System. I'll probably use it for pretty much any idea I have that the system can handle with it's narrativist/simulationist hybridization. On the other hand, I can't play D&D with it and get that D&D feeling. For that I'll be playing 5e. And I'll be playing 5e fairly hard-core simulationist, which my own system isn't designed to do at all. I also like trying other systems, and expect I will continue to do so. However, once my OTS has been completed, I expect I will be much less likely to try new systems unless they are really designed to the feel of their setting in the way I was discussing. If the setting really grabs me, and that isn't the case, I'll use my own system. Unless those other games are designed for a more simulationist or gamist style, in which case I might be out of luck if they have a bad system. I'll include D&D in general, rather than just d20 as being poor systems. It's understandable since they were extremely early design and we've learned since then. At the highest level I guess I would say that any system which provides a detailed rules-framework which has serious problems creating the experience it aims to provide is a heavily flawed system. I would say that most role-playing games that are and ever have been on the market have fallen into that trap. I consider any sort of disclaimer to the GM to the effect that he can change the rules and use or ignore them as he prefers to be a red flag as to system integrity. It is basically a straight up admission: "These rules don't work unless you override, change, or ignore them." A higher quality game would be designed in such a way that you never need to break the rules, and that the game is not improved if you do break them.* Note that a game which encourages arbitrary assignments within definite parameters is not necessarily guilty of that failing. The +2/-2 DM's best friend is a good solid mechanic, for example. Now, I don't think there are many high quality games out there. I don't think the role-playing hobby has fully matured yet. It's still in it's childhood. Also, just because I don't think a game system is high quality, doesn't mean I don't enjoy playing it. Taco Bell might not count as high-quality Mexican food, but that doesn't mean it don't enjoy it on occasion. I think 5e D&D will be my favorite version of it, and honestly, the only one I'll be able to play without cringing, but I don't think you can really get away from the problems I'm talking about with any sort of D&D or d20 OGL system. If you're interested in more details, I can write-up a critique of specific elements. Yep, I'll play in just about anything short-term if invited. *Unless breaking the rules is the [I]point[/I] of the game. Kind of like how you make up rules in the card game Mao. A game designed around a group of rule-breaking characters could profitably be designed in such a way that breaking the rules of the game is encouraged and accounted for, with every effort to make it feel like you are, in fact, actually breaking the rules (even if, in reality, you aren't). [/QUOTE]
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