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What Makes One System Better Than Another?
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<blockquote data-quote="steenan" data-source="post: 4728074" data-attributes="member: 23240"><p>What makes a good game for me:</p><p>- a good presentation of what the game is about, how it is supposed to be played, what it focuses on and what it ignores or simplifies</p><p>- a setting that allows and encourages this type of play</p><p>- a system that facilitates this type of play and adds flavor instead of reducing it; as simple as possible while doing the previous, but not simpler</p><p>- a reward system that rewards playing according to the game's theme</p><p>- a setting that has fantastic and original elements, but isn't just a mix of strange things that do not fit well one with another</p><p>- condensed information; I want to get everything I need to play in at most two books without any need for buying more</p><p>- focus on either immersion or story, not mechanics (the system may and should have mechanics, but players should never be forced to "think mechanically" for satisfying game)</p><p>- encouraging and rewarding creativity, thinking and roleplaying without requiring perfect tactics, high system mastery or high acting skills</p><p>- spotlight balance: each character concept that fits the game's theme and may be created mechanically should be useful and have opportunity to shine with comparable frequency ("balance" as in "everybody is equally useful in combat" is, IMO, rather detrimental for the game)</p><p></p><p>I prefer focused systems to ones that allow wide spectrum of styles but do not empower any. I don't care if the system has classes and levels, if it has skills, traits or aspects etc. I don't care if a system is slow or fast - both bay bring flavor and both may require mechanical focus whicg I see as a bad thing.</p></blockquote><p></p>
[QUOTE="steenan, post: 4728074, member: 23240"] What makes a good game for me: - a good presentation of what the game is about, how it is supposed to be played, what it focuses on and what it ignores or simplifies - a setting that allows and encourages this type of play - a system that facilitates this type of play and adds flavor instead of reducing it; as simple as possible while doing the previous, but not simpler - a reward system that rewards playing according to the game's theme - a setting that has fantastic and original elements, but isn't just a mix of strange things that do not fit well one with another - condensed information; I want to get everything I need to play in at most two books without any need for buying more - focus on either immersion or story, not mechanics (the system may and should have mechanics, but players should never be forced to "think mechanically" for satisfying game) - encouraging and rewarding creativity, thinking and roleplaying without requiring perfect tactics, high system mastery or high acting skills - spotlight balance: each character concept that fits the game's theme and may be created mechanically should be useful and have opportunity to shine with comparable frequency ("balance" as in "everybody is equally useful in combat" is, IMO, rather detrimental for the game) I prefer focused systems to ones that allow wide spectrum of styles but do not empower any. I don't care if the system has classes and levels, if it has skills, traits or aspects etc. I don't care if a system is slow or fast - both bay bring flavor and both may require mechanical focus whicg I see as a bad thing. [/QUOTE]
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