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Worlds of Design: Why Would Anyone Write a RPG?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7778245" data-attributes="member: 6873517"><p>I've messed around with such in the past, but for the most part I don't see the point or have the time. There are some pretty good systems now that can be customized and, for the most part, work well enough to not need the kind of serious effort making a good set of rules requires. That isn't to say I'm happy with games I play RAW and don't want to customize them for my own purposes. </p><p></p><p>I play a lot of 5E and, while there's a lot I like about 5E, there's a lot I don't. I'm generally a fan of Modiphius' 2D20 house system, which they pretty strongly customize per game. It's a die pool system but has alleviated many of the previous pathologies inherent in die pool mechanics. I've taken a few of the ideas from it that I think help alleviate 5E's very wargame roots, for instance adapting a bit of the way momentum and threat work to replace inspiration, which I think is just messy and annoying. I don't much like 5E's rest structure, but haven't come up with a better one. That's a bit more of an effort. </p><p></p><p>One big reason there were a lot of game systems back in Ye Olde Dayes was due to the fact that TSR would sue people who copied too much of D&D, so designers pretty much <strong>had</strong> to deviate.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7778245, member: 6873517"] I've messed around with such in the past, but for the most part I don't see the point or have the time. There are some pretty good systems now that can be customized and, for the most part, work well enough to not need the kind of serious effort making a good set of rules requires. That isn't to say I'm happy with games I play RAW and don't want to customize them for my own purposes. I play a lot of 5E and, while there's a lot I like about 5E, there's a lot I don't. I'm generally a fan of Modiphius' 2D20 house system, which they pretty strongly customize per game. It's a die pool system but has alleviated many of the previous pathologies inherent in die pool mechanics. I've taken a few of the ideas from it that I think help alleviate 5E's very wargame roots, for instance adapting a bit of the way momentum and threat work to replace inspiration, which I think is just messy and annoying. I don't much like 5E's rest structure, but haven't come up with a better one. That's a bit more of an effort. One big reason there were a lot of game systems back in Ye Olde Dayes was due to the fact that TSR would sue people who copied too much of D&D, so designers pretty much [B]had[/B] to deviate. [/QUOTE]
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