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Which gaming system has the best mechanics and why?
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<blockquote data-quote="RevTurkey" data-source="post: 6673540"><p>Alternity: when I think about it or look at it...I always think...it was great but the mechanics didn't feel right.</p><p></p><p>This is of course a silly question but I'll join in the silliness to pass some time...</p><p></p><p>I'm going to throw up some of my thoughts and of course they will be wrong but here goes anyway. Here are my main contenders...</p><p></p><p>Dungeons & Dragons. It IS a very fun game. It has soooo much setting and optional material out there it is just crazy. It is hackable to work under different spotlights...horror, sci-fi etc. I shouldn't worry about edition much as the different ones offer alternative mechanical focus points...but all can still be fun i found. The basic mechanics, although abstract and not exactly realistic are still most enjoyable to use. Roll a dice...get a number....fiddle about with it...jump in the air and scream victory!</p><p></p><p>BRP. In it's many forms...Runequest, Call of Cthulhu, Superworld, Ringworld, Stormbringer...etc...a straightforward, logical set of rules. Percentage chance of success on a percentage roll. Clear. Adaptable to many genres. Long history and proven track record with a wealth of gaming supplements and ideas to draw from.</p><p></p><p>GURPS. HERO. SAVAGE WORLDS...I tend to think of these three together...the holy trinity of 'we can be anything' games. All three are great if in the right hands and if you are inclined to enjoy the tilt they put on complexity. My take is that GURPS has a problem with the way it is presented and that problem has increased with every edition. Same goes for Hero System. Just more and more barriers to entry for a starting group of players. I love those games but the learning curve is steep. Savage Worlds is easy to learn, adaptable and like the others, has lots of source material to draw from. Of these three SW would get the vote from my gaming group. Just the one we have both enjoyed the most as player AND referee.</p><p></p><p>The new boys in town. FATE, Dungeon World, Cortex, CYPHER, Burning Wheel etc...I have looked at them and always felt they were trying too hard to be cool and groovy. I can find a good deal of merit in each of them. Would I choose them over any of the previous I have mentioned if I only had to make one choice? No.</p><p></p><p>There are hundreds of other games that I could mention. The Rolemasters, Warhammers, One Rings, Tunnels and Trolls etc but great though they are...I would come down to a choice from the ones above if I had only one to make...so....</p><p></p><p>D&D, BRP or Savage Worlds? </p><p></p><p>My nostalgic heart says D&D but my head says Savage Worlds is mechanically better.</p><p></p><p>So there you go. In 30+ years I think that.</p><p></p><p>(I'd still pick D&D if I only had one game though lol and it'd be B/X because I am an old fart)</p></blockquote><p></p>
[QUOTE="RevTurkey, post: 6673540"] Alternity: when I think about it or look at it...I always think...it was great but the mechanics didn't feel right. This is of course a silly question but I'll join in the silliness to pass some time... I'm going to throw up some of my thoughts and of course they will be wrong but here goes anyway. Here are my main contenders... Dungeons & Dragons. It IS a very fun game. It has soooo much setting and optional material out there it is just crazy. It is hackable to work under different spotlights...horror, sci-fi etc. I shouldn't worry about edition much as the different ones offer alternative mechanical focus points...but all can still be fun i found. The basic mechanics, although abstract and not exactly realistic are still most enjoyable to use. Roll a dice...get a number....fiddle about with it...jump in the air and scream victory! BRP. In it's many forms...Runequest, Call of Cthulhu, Superworld, Ringworld, Stormbringer...etc...a straightforward, logical set of rules. Percentage chance of success on a percentage roll. Clear. Adaptable to many genres. Long history and proven track record with a wealth of gaming supplements and ideas to draw from. GURPS. HERO. SAVAGE WORLDS...I tend to think of these three together...the holy trinity of 'we can be anything' games. All three are great if in the right hands and if you are inclined to enjoy the tilt they put on complexity. My take is that GURPS has a problem with the way it is presented and that problem has increased with every edition. Same goes for Hero System. Just more and more barriers to entry for a starting group of players. I love those games but the learning curve is steep. Savage Worlds is easy to learn, adaptable and like the others, has lots of source material to draw from. Of these three SW would get the vote from my gaming group. Just the one we have both enjoyed the most as player AND referee. The new boys in town. FATE, Dungeon World, Cortex, CYPHER, Burning Wheel etc...I have looked at them and always felt they were trying too hard to be cool and groovy. I can find a good deal of merit in each of them. Would I choose them over any of the previous I have mentioned if I only had to make one choice? No. There are hundreds of other games that I could mention. The Rolemasters, Warhammers, One Rings, Tunnels and Trolls etc but great though they are...I would come down to a choice from the ones above if I had only one to make...so.... D&D, BRP or Savage Worlds? My nostalgic heart says D&D but my head says Savage Worlds is mechanically better. So there you go. In 30+ years I think that. (I'd still pick D&D if I only had one game though lol and it'd be B/X because I am an old fart) [/QUOTE]
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