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What would be some good metics to evaluate RPG rules/systems?
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<blockquote data-quote="Tony Vargas" data-source="post: 7619273" data-attributes="member: 996"><p>That's still rules for using weapons, just less detailed ones. </p><p></p><p>And it's hard to say a game is X level of detailed. For instance, 1e AD&D had a more detailed list of weapons, with more detailed stats than 3e, but 3e had more detailed rules for using them.</p><p></p><p>How do you rate those differences?</p><p></p><p> What if a game were to (gasp) do something differently than other games? </p><p></p><p>In the 80s, 'Core Systems' seemed to me a big part of the industry paradigm. The idea being, if you liked, say, CoC, you'd easily be able to play other BRP based games. The culmination was probably GURPS.</p><p></p><p>Point being, that's kinda what you're looking for: new games that are enough like existing games you're already familiar with and like.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7619273, member: 996"] That's still rules for using weapons, just less detailed ones. And it's hard to say a game is X level of detailed. For instance, 1e AD&D had a more detailed list of weapons, with more detailed stats than 3e, but 3e had more detailed rules for using them. How do you rate those differences? What if a game were to (gasp) do something differently than other games? In the 80s, 'Core Systems' seemed to me a big part of the industry paradigm. The idea being, if you liked, say, CoC, you'd easily be able to play other BRP based games. The culmination was probably GURPS. Point being, that's kinda what you're looking for: new games that are enough like existing games you're already familiar with and like. [/QUOTE]
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What would be some good metics to evaluate RPG rules/systems?
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