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*TTRPGs General
What do you, personally, need a system to do for you?
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<blockquote data-quote="Stormonu" data-source="post: 9660966" data-attributes="member: 52734"><p>I used to think that I needed a system for everything, to the Nth degree - like 3E D&D.</p><p></p><p>Nowadays, I'm happier with a more open system and less detail. As long as it has some structure to fairly handle "did it work?" and allow someone to specialize (or be absolutely rotten) in doing whatever, I'm pretty happy. I find I like to narrate the outcome based on decisions and reduce the random/chance element where possible (i.e., only rolling when the outcome is really in doubt) or use random generators for ideas when you're at a bit of an impasse where/what to do next.</p><p></p><p>I guess, in a way, that's a lot of "I don't need a minigame/subsystem" for this, that and the other and kinda detest systems that can't use a broad system for handling things (such as D&D, with it's combat minigame). For the most part, that boils down to a robust skill system - out of combat and in combat can be handled easily well, and they don't require fancy subsystems for one over the other - and most of all, don't heavily favor one pillar over the other. Things along the lines of the likes of Savage Worlds skill/attribute system, Vampire's dice pool attribute/skills and the like. Heck, Alien has a pretty minimal system of attributes and skills (4 attributes, 12 skills) and it's great fun for me.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9660966, member: 52734"] I used to think that I needed a system for everything, to the Nth degree - like 3E D&D. Nowadays, I'm happier with a more open system and less detail. As long as it has some structure to fairly handle "did it work?" and allow someone to specialize (or be absolutely rotten) in doing whatever, I'm pretty happy. I find I like to narrate the outcome based on decisions and reduce the random/chance element where possible (i.e., only rolling when the outcome is really in doubt) or use random generators for ideas when you're at a bit of an impasse where/what to do next. I guess, in a way, that's a lot of "I don't need a minigame/subsystem" for this, that and the other and kinda detest systems that can't use a broad system for handling things (such as D&D, with it's combat minigame). For the most part, that boils down to a robust skill system - out of combat and in combat can be handled easily well, and they don't require fancy subsystems for one over the other - and most of all, don't heavily favor one pillar over the other. Things along the lines of the likes of Savage Worlds skill/attribute system, Vampire's dice pool attribute/skills and the like. Heck, Alien has a pretty minimal system of attributes and skills (4 attributes, 12 skills) and it's great fun for me. [/QUOTE]
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What do you, personally, need a system to do for you?
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