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General Tabletop Discussion
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What Makes One System Better Than Another?
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<blockquote data-quote="rogueboy" data-source="post: 4729329" data-attributes="member: 61742"><p>My current goal is to modify a current system or build a new system, depending on the amount of changes that would be required, to support the campaign that I'm trying to get started. My hope (which I've discussed with my players) is that the game will focus on role-playing and character/plot development, but will still include a fair amount of combat. The challenge is that one of the players loves combat and playing the rules to maximize damage, but doesn't really enjoy roleplaying, while another player is the exact opposite (rules get in the way, and combats are a necessary evil, at best). The third player (and myself) enjoy a mix of combat and roleplaying, and the fourth (final) player is new to RPGs entirely and has a deep hatred of math (as the third player puts it, "she uses a calculator for 5 + 3"). My campaign is set is a fairly traditional fantasy (D&D-style) world, and while I used D&D 3.x and 4e for some of the initial flavor and options, I have migrated away from system-specifics for the later world-building, and have no need to go back to D&D as the final (base) system, although 2 of us have an extensive knowledge of 3.x and 2 more of us have a fair amount of knowledge of 3.x (so using 3.x can draw on that knowledge). Hopefully that covers enough to get a more focused discussion going on, although I am enjoying reading through the thoughts people are posting, and plan to discuss it with a friend and player (#3 from above). Let me know if there's some other piece of information that would help focus things.</p><p></p><p></p><p></p><p>Is there anything, in your mind, that a system should *always* accomplish? For a medieval (D&D-style) fantasy game? For some other genre?</p></blockquote><p></p>
[QUOTE="rogueboy, post: 4729329, member: 61742"] My current goal is to modify a current system or build a new system, depending on the amount of changes that would be required, to support the campaign that I'm trying to get started. My hope (which I've discussed with my players) is that the game will focus on role-playing and character/plot development, but will still include a fair amount of combat. The challenge is that one of the players loves combat and playing the rules to maximize damage, but doesn't really enjoy roleplaying, while another player is the exact opposite (rules get in the way, and combats are a necessary evil, at best). The third player (and myself) enjoy a mix of combat and roleplaying, and the fourth (final) player is new to RPGs entirely and has a deep hatred of math (as the third player puts it, "she uses a calculator for 5 + 3"). My campaign is set is a fairly traditional fantasy (D&D-style) world, and while I used D&D 3.x and 4e for some of the initial flavor and options, I have migrated away from system-specifics for the later world-building, and have no need to go back to D&D as the final (base) system, although 2 of us have an extensive knowledge of 3.x and 2 more of us have a fair amount of knowledge of 3.x (so using 3.x can draw on that knowledge). Hopefully that covers enough to get a more focused discussion going on, although I am enjoying reading through the thoughts people are posting, and plan to discuss it with a friend and player (#3 from above). Let me know if there's some other piece of information that would help focus things. Is there anything, in your mind, that a system should *always* accomplish? For a medieval (D&D-style) fantasy game? For some other genre? [/QUOTE]
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