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The Sort of TTRPGs You Want More (and Less) Of
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<blockquote data-quote="Gorgon Zee" data-source="post: 7925592" data-attributes="member: 75787"><p>While it's easy to say "I'd like a generic systems that does everything well" it's also pretty clear that such thing cannot exist. Your choice is either a generic system that works well for some genres, pretty well for most and badly for some, or several individual systems.</p><p></p><p>I'm definitely in the latter camp. <strong>Fate</strong> is my go-to generic system, and I'm strongly appreciating the tweaks and improvements we're seeing from Evil Hat. It's of course possible that a new generic system will come out that I prefer to Fate, but it's unlikely, so my desire for generic systems is simply: <strong>keep improving and refining</strong>.</p><p></p><p>But for the genres where your favorite generic system works poorly, I want a game that is designed specifically for that niche. With a focused game, it needs to be minimal, easy to learn and tie the mechanics strongly to the fiction. For swords and sorcery fantasy, although I have enjoyed much smaller games, I have found the time investment in <strong>13th Age</strong> well worth it -- it's a one book system that delivers a constantly high quality game. <strong>DramaSystem</strong> is what I use for pure dramatic games; short, clear and effective rules. For horror I haven't really settled. <strong>Call of Cthulhu</strong> is my go-to, but you could hardly call it focused. I've tried Trail of Cthulhu, Cthulhu Hack, Fate, Chill, and maybe a couple of other systems, but none really do it for me. </p><p></p><p>So maybe that would be the focused system I'd most like to see: A version of CoC that does for that game what 13th Age did for D&D -- cut the word count by a factor of four, keeping all the good stuff and adding a set of more narrative elements to help focus on making a really cool game. Cthulhu Hack gets the nod for the best attempt at that so far, but it doesn't quite hit it for me. YMMV, so if this is you also, go check it out!</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7925592, member: 75787"] While it's easy to say "I'd like a generic systems that does everything well" it's also pretty clear that such thing cannot exist. Your choice is either a generic system that works well for some genres, pretty well for most and badly for some, or several individual systems. I'm definitely in the latter camp. [B]Fate[/B] is my go-to generic system, and I'm strongly appreciating the tweaks and improvements we're seeing from Evil Hat. It's of course possible that a new generic system will come out that I prefer to Fate, but it's unlikely, so my desire for generic systems is simply: [B]keep improving and refining[/B]. But for the genres where your favorite generic system works poorly, I want a game that is designed specifically for that niche. With a focused game, it needs to be minimal, easy to learn and tie the mechanics strongly to the fiction. For swords and sorcery fantasy, although I have enjoyed much smaller games, I have found the time investment in [B]13th Age[/B] well worth it -- it's a one book system that delivers a constantly high quality game. [B]DramaSystem[/B] is what I use for pure dramatic games; short, clear and effective rules. For horror I haven't really settled. [B]Call of Cthulhu[/B] is my go-to, but you could hardly call it focused. I've tried Trail of Cthulhu, Cthulhu Hack, Fate, Chill, and maybe a couple of other systems, but none really do it for me. So maybe that would be the focused system I'd most like to see: A version of CoC that does for that game what 13th Age did for D&D -- cut the word count by a factor of four, keeping all the good stuff and adding a set of more narrative elements to help focus on making a really cool game. Cthulhu Hack gets the nod for the best attempt at that so far, but it doesn't quite hit it for me. YMMV, so if this is you also, go check it out! [/QUOTE]
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