Ranger REG
Explorer
True, but sometimes I think gamers put too much emphasis on the system and not their own contribution to the game.Eric Tolle said:System does matter. Not as much, and not in the same way that Forgites think, but it does matter.
True, but sometimes I think gamers put too much emphasis on the system and not their own contribution to the game.Eric Tolle said:System does matter. Not as much, and not in the same way that Forgites think, but it does matter.
Ranger REG said:True, but sometimes I think gamers put too much emphasis on the system and not their own contribution to the game.
scourger said:I actually find the core d20 (3.0) system very portable to other genres. I had a lot of fun using it with Omega World (post-apocalyptic), Judge Dredd (science fiction), Spellslinger (magical western) and even a one-shot of Spycraft (espionage). Sure, it does D&D (fantasy) best, but it's pretty portable if the game is written for it. Cutting out the magic makes it a lot easier to run, too. Plus, it's familiar.
The best way I've heard it put is that d20 forms a pretty solid "chassis" for building an RPG upon. I.e., by tailoring things like feats and classes, it can be adapted to fit various settings.Eric Tolle said:At the core of D20, you have the resolution system, 6 stats, skills, and feats- and the last two are pretty variable. So given how modular it is, I'm not at all surprised its flexible.
System has a huge effect on a campaign. I think the most obvious example of this is the spontaneous death rate, i.e. the odds a character will be killed without it being the players fault.
If the mechanics skew lethality one way or the other, it's going to have an effect. Be it that players are eager to throw their PCs into a fight, are averse to doing so, or sigh because they know that it'll take the next two hours to play it out.Dannyalcatraz said:IMHO, that has much more to do with the GM than system.
Dannyalcatraz said:The only system I've ever seen in which the GMs doesn't have full control over a game's lethality would be Original Traveller, in which a PC could die during character generation (which, BTW, happened to my first OT PC) due to a die roll the player chooses to make.
In all other systems, even if their combat mechanics skew towards hyper-lethality, the GM can still emphasize role-play over combat. His NPCs might tend towards being gun-shy, favoring threat and innuendo over actual combat...after all, they "know" just as well as the PCs how dangerous the "world" is.
Conversely, a "Killer GM" can turn "Teletubbies: the RPG" into a bloodbath if he so wants.