Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What do you, personally, need a system to do for you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 9660873" data-attributes="member: 18"><p>I feel like I usually want one of two different things out of an RPG system.</p><p></p><p>Either:</p><p></p><p>A) What [USER=7048197]@Bae'zel[/USER] said in this <a href="https://www.enworld.org/threads/what-do-you-personally-need-a-system-to-do-for-you.713383/#post-9660724" target="_blank">post</a>. I.e. a straightforward and reliable system for adjudicating stuff in an pretty intuitive way. BRP for example.</p><p></p><p>Or:</p><p></p><p>B) A custom-designed (though fine if it's variant of another system, like PtbA or Resistance) and specific system that is actually focused on evoking specific vibes, tropes, and so on, particularly ones which are not easily achieved in a more straightforward system.</p><p></p><p>I'll take either, so long as its right for the game/setting, and it's very obvious from the last 35+ years of RPGs that there is no such thing as a system which can handle anything (or if there is, it's incredibly rules-light to the point of almost being freeform), and that all the best times I have had at the table, and seen others have, have involved systems which were well-suited to the subject matter.</p><p></p><p>What I really dislike and don't want in a system is a system that may well be well-designed, clever, well-balanced or w/e, but that doesn't work with the proposed setting/vibes. For my money, quite a few superhero RPGs fall at this hurdle.</p><p></p><p>I also really don't need a system where finding out whether someone succeeded or failed at a task, and/or by how much, takes time and effort. I like systems which aren't binary pass/fail, but for god's sake don't make me do math, like working out how many multiples of five the PC succeeded by or something!</p><p></p><p></p><p>I honestly think that with those specific examples, the level of clarity is pretty much identical. In fact, I'd say "Maintain Spell" is more intuitive in its meaning than "Concentration" is, because Concentration does not actually mean you're "concentrating" on the spell in any meaningful sense of the word "concentrate", it's just a weird jargon term. And Fighting Retreat, I think is at least equally clear to Disengage. I mean, I know Disengage has tripped people up at my table before as they try and remember the word for moving away without being attacked (most recently it got called "small move" as in "I want to er... small move away from him without being hit!").</p><p></p><p>Re: Elven Upbringing etc. that's for a fundamentally different approach to skills/stats, and I don't think it's at all unclear when you'd roll it or why. It's just the same as how some games have you roll "Sailor" to know stuff about ships, or to tie a knot, or w/e.</p><p></p><p>Personally I struggle to think of any times with D&D where unevocative, mechanical language has genuinely produced more clarity in the rules than a more evocative term could have. I'm sure there must be some, but I think most examples of this are just jargon, which would be no less clear were it more evocative jargon!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9660873, member: 18"] I feel like I usually want one of two different things out of an RPG system. Either: A) What [USER=7048197]@Bae'zel[/USER] said in this [URL='https://www.enworld.org/threads/what-do-you-personally-need-a-system-to-do-for-you.713383/#post-9660724']post[/URL]. I.e. a straightforward and reliable system for adjudicating stuff in an pretty intuitive way. BRP for example. Or: B) A custom-designed (though fine if it's variant of another system, like PtbA or Resistance) and specific system that is actually focused on evoking specific vibes, tropes, and so on, particularly ones which are not easily achieved in a more straightforward system. I'll take either, so long as its right for the game/setting, and it's very obvious from the last 35+ years of RPGs that there is no such thing as a system which can handle anything (or if there is, it's incredibly rules-light to the point of almost being freeform), and that all the best times I have had at the table, and seen others have, have involved systems which were well-suited to the subject matter. What I really dislike and don't want in a system is a system that may well be well-designed, clever, well-balanced or w/e, but that doesn't work with the proposed setting/vibes. For my money, quite a few superhero RPGs fall at this hurdle. I also really don't need a system where finding out whether someone succeeded or failed at a task, and/or by how much, takes time and effort. I like systems which aren't binary pass/fail, but for god's sake don't make me do math, like working out how many multiples of five the PC succeeded by or something! I honestly think that with those specific examples, the level of clarity is pretty much identical. In fact, I'd say "Maintain Spell" is more intuitive in its meaning than "Concentration" is, because Concentration does not actually mean you're "concentrating" on the spell in any meaningful sense of the word "concentrate", it's just a weird jargon term. And Fighting Retreat, I think is at least equally clear to Disengage. I mean, I know Disengage has tripped people up at my table before as they try and remember the word for moving away without being attacked (most recently it got called "small move" as in "I want to er... small move away from him without being hit!"). Re: Elven Upbringing etc. that's for a fundamentally different approach to skills/stats, and I don't think it's at all unclear when you'd roll it or why. It's just the same as how some games have you roll "Sailor" to know stuff about ships, or to tie a knot, or w/e. Personally I struggle to think of any times with D&D where unevocative, mechanical language has genuinely produced more clarity in the rules than a more evocative term could have. I'm sure there must be some, but I think most examples of this are just jargon, which would be no less clear were it more evocative jargon! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What do you, personally, need a system to do for you?
Top