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<blockquote data-quote="Celebrim" data-source="post: 7122737" data-attributes="member: 4937"><p>I've always considered the BRP/Call of Cthulhu skill advancement mechanic the most elegant in the history of gaming.</p><p></p><p>I otherwise find the system clunky, but the idea of the life burner in Burning Wheel is one of the coolest ideas ever implemented. It's IMO still too clunky for a pen and paper RPG, but I'd love doing this sort of thing for a deep sandbox cRPG so that your chargen actually impacted how NPCs interacted with you and your starting circumstances.</p><p></p><p>Force Points in the WEG Star Wars system had a lasting impact on my designs and preferences as a GM. The idea that the player could choose moments to be truly awesome and thereby create those moments where the score changes to a fanfare is so crucial to creating the feel of certain sorts of stories.</p><p></p><p>The CharGen in 'Monsters and Other Childish Things', even if the game itself I ultimately consider almost unplayable as written, is some of the most elegant chargen I've ever seen in a game.</p><p></p><p>The escalation and stakes mechanics in Dogs in the Vineyard is the best integration of mechanical social conflict into the larger game I've ever seen in an RPG.</p><p></p><p>Although the system as a whole is a mess, the idea Storyteller systems connection between Willpower and Natures & Demeanors is one of the strongest systems for rewarding matching your play to your stated ethics I've seen.</p><p></p><p>Speaking of, the entire Pendragon system and in particular the idea of Personal Traits is just filled with awesome, and would certainly be the basis of inspiration of any system that I wanted to make that tried to reify morality and internal conflict.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7122737, member: 4937"] I've always considered the BRP/Call of Cthulhu skill advancement mechanic the most elegant in the history of gaming. I otherwise find the system clunky, but the idea of the life burner in Burning Wheel is one of the coolest ideas ever implemented. It's IMO still too clunky for a pen and paper RPG, but I'd love doing this sort of thing for a deep sandbox cRPG so that your chargen actually impacted how NPCs interacted with you and your starting circumstances. Force Points in the WEG Star Wars system had a lasting impact on my designs and preferences as a GM. The idea that the player could choose moments to be truly awesome and thereby create those moments where the score changes to a fanfare is so crucial to creating the feel of certain sorts of stories. The CharGen in 'Monsters and Other Childish Things', even if the game itself I ultimately consider almost unplayable as written, is some of the most elegant chargen I've ever seen in a game. The escalation and stakes mechanics in Dogs in the Vineyard is the best integration of mechanical social conflict into the larger game I've ever seen in an RPG. Although the system as a whole is a mess, the idea Storyteller systems connection between Willpower and Natures & Demeanors is one of the strongest systems for rewarding matching your play to your stated ethics I've seen. Speaking of, the entire Pendragon system and in particular the idea of Personal Traits is just filled with awesome, and would certainly be the basis of inspiration of any system that I wanted to make that tried to reify morality and internal conflict. [/QUOTE]
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