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What is an elegant system?
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<blockquote data-quote="amerigoV" data-source="post: 5985121"><p>I have found Savage Worlds to be very Elegant. We have occasional "mini-cons" where people play in a couple of games in one day and people easily jump between genres without the rules creating a "clunk" (just this past weekend we had one - I ran a Star Wars game and the other GM ran Vietnam (horror) all with the same system).</p><p></p><p></p><p>One place in particular I see elegance in SW is the way the game reinforces people engaging at the table. There are many "pieces" that all build on each other (vs. just being independent pieces). For example</p><p></p><p>The acing/exploding dice draw people's attention. When someone keeps picking up a die and rolling it again, everyone pays attention. There is no such thing as a throw-away roll.</p><p></p><p>Also, rolling a 1/1 (1 on the two dice) means something BAD has happened - again, everyone turns to find out what sh*t just hit the fan.</p><p></p><p>The Bennies allow a reroll or to soak damage. Usually they are spent at key moments in the game, again drawing people's attention.</p><p></p><p>You get more Bennies by roleplaying to your hindrances, which pulls people into the story and away from metagaming.</p><p></p><p>There is an Edge that PCs can share Bennies - people pay more attention to the situation as their pile of Bennies may help the player who is low.</p><p></p><p>Initiative uses cards - it works much like D&D's initiative, but its visual - people can easily track where they are in the order and it puts focus on the game (vs. "oh, its my turn now, lets me see...."). Plus the crowd cheers or groans when a Joker comes up.</p><p></p><p>Finally, the system runs so well on the GM side (the mooks are up, shaken or down) that my eyes are on the table/players and not in my notes/rulebook. During my Star Wars game, the only reference I had to the rules was a chart for a chase scene and I had a few stats for the LAAT's (weapons). </p><p></p><p>To me, that is elegance - everything building towards a positive game experience.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5985121"] I have found Savage Worlds to be very Elegant. We have occasional "mini-cons" where people play in a couple of games in one day and people easily jump between genres without the rules creating a "clunk" (just this past weekend we had one - I ran a Star Wars game and the other GM ran Vietnam (horror) all with the same system). One place in particular I see elegance in SW is the way the game reinforces people engaging at the table. There are many "pieces" that all build on each other (vs. just being independent pieces). For example The acing/exploding dice draw people's attention. When someone keeps picking up a die and rolling it again, everyone pays attention. There is no such thing as a throw-away roll. Also, rolling a 1/1 (1 on the two dice) means something BAD has happened - again, everyone turns to find out what sh*t just hit the fan. The Bennies allow a reroll or to soak damage. Usually they are spent at key moments in the game, again drawing people's attention. You get more Bennies by roleplaying to your hindrances, which pulls people into the story and away from metagaming. There is an Edge that PCs can share Bennies - people pay more attention to the situation as their pile of Bennies may help the player who is low. Initiative uses cards - it works much like D&D's initiative, but its visual - people can easily track where they are in the order and it puts focus on the game (vs. "oh, its my turn now, lets me see...."). Plus the crowd cheers or groans when a Joker comes up. Finally, the system runs so well on the GM side (the mooks are up, shaken or down) that my eyes are on the table/players and not in my notes/rulebook. During my Star Wars game, the only reference I had to the rules was a chart for a chase scene and I had a few stats for the LAAT's (weapons). To me, that is elegance - everything building towards a positive game experience. [/QUOTE]
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