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What would be some good metics to evaluate RPG rules/systems?
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<blockquote data-quote="Michael Silverbane" data-source="post: 7622862" data-attributes="member: 38016"><p>So... Instead of a series of axes, perhaps a list of tags or descriptors might be easier to get to. Some of these tags might be mutually exclusive (or almost so), but many would not.</p><p></p><p>So you might describe GURPS with the following tags... [Point-Buy], [Universal], [Modular], [Unified], [Roll-Under] ... relating that the system uses point-buy character generation (as opposed to, say [Class-Based]), is a universal system (as opposed to a system designed for a specific type of play, for which I can't think of a good descriptor ATM), has lots of modular options, a unified mechanic, featuring a roll-under system, and so on.</p><p></p><p>And you might describe Monsterhearts with... [Class-Based] (or maybe [Play-Book]), [Focused], [Stand-Alone], [Unified], [Fail, Success w/Cost, Success] ... relating that Monsterhearts uses classes (or playbooks, in the PbtA terminology) is a focused, rather than universal type game, is meant to be used more or less as is (although new Play-Books oughtn't to be too hard to add) rather than modularly pieced together, and uses the Fail, Success with a Cost, Success mechanic common to the Powered by the Apocalypse games.</p><p></p><p>I'm sure that there are other descriptors that I am overlooking, but that might be a reasonable start...</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 7622862, member: 38016"] So... Instead of a series of axes, perhaps a list of tags or descriptors might be easier to get to. Some of these tags might be mutually exclusive (or almost so), but many would not. So you might describe GURPS with the following tags... [Point-Buy], [Universal], [Modular], [Unified], [Roll-Under] ... relating that the system uses point-buy character generation (as opposed to, say [Class-Based]), is a universal system (as opposed to a system designed for a specific type of play, for which I can't think of a good descriptor ATM), has lots of modular options, a unified mechanic, featuring a roll-under system, and so on. And you might describe Monsterhearts with... [Class-Based] (or maybe [Play-Book]), [Focused], [Stand-Alone], [Unified], [Fail, Success w/Cost, Success] ... relating that Monsterhearts uses classes (or playbooks, in the PbtA terminology) is a focused, rather than universal type game, is meant to be used more or less as is (although new Play-Books oughtn't to be too hard to add) rather than modularly pieced together, and uses the Fail, Success with a Cost, Success mechanic common to the Powered by the Apocalypse games. I'm sure that there are other descriptors that I am overlooking, but that might be a reasonable start... [/QUOTE]
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What would be some good metics to evaluate RPG rules/systems?
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