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<blockquote data-quote="Celebrim" data-source="post: 9591909" data-attributes="member: 4937"><p>Right now I play a homebrew version of D&D 3.0e (3.25?) with rebalanced classes and combat rules, Star Wars D6 with heavily rebalanced equipment (and a few house rules handling astronavigation, capital ship combat, etc.), and CoC Pulp (mostly) 5e with a few 7e inspired changes. BRP, D20, and D6 are I think pretty solid systems.</p><p></p><p>Most games I would play are based on those core systems. </p><p></p><p>I own and admire Classic Traveller and particularly the Mongoose update of it and 5e Pendragon, but haven't had a chance to run/play them and I have serious doubts about elements of both of them, but don't want to fiddle too much until I've had enough play experience to really understand the rules. I own and admire DOGS (the generic DITV system) but haven't had a chance to run or play it. (If I were to ever run Star Trek, I'd run it in DOGS.) I have worries about it as a generic game system, but I think it would be great for settings where they have a clear progression of "Trying to solve the problem with talking" => "Trying to solve the problem with fists" => "Solving the problem with guns". </p><p></p><p>Past positive experiences with Chill 2e. </p><p></p><p>Generally I prefer systems with a strong core fortune mechanic and add on minigames to handle different situations that would arise and which are largely free form in social play but detailed in physical simulation. For example, you can't with the same rules have a fast-handling tactical skirmish game and a fast-handling chase simulation, but you can have common fortune resolution between the two different situations and just abstract different situations in different ways and use your GM authority as a story teller to try to seamlessly move between the two situations.</p><p></p><p>If I had to pick one system it would be D20 and particularly games in the 3e D&D/D20 Modern mold of early D20 and derived games. They just are the easiest to fix because they have the most solid core mechanics as long experience has made me appreciate classes, levels, and hit points as good things. You could also shear those systems down to a very rules light sort of thing if you wanted to. In D6 is balancing challenges is hard without some sort of narrative buffer and as you watch the system evolve they develop jankier and jankier solutions to this. And the concept of speed in D6 is poorly handled, as evidence by the waffling between 1e and 2e and the fact they never really solved the problem. And in BRP to really make the system work generically, then you have to start doing a lot of too heavy math because the BRP mechanic however elegant is fundamentally broken on the subject of difficulty.</p><p></p><p>Strong rules are good things, but ultimately the story (however it is created) is what makes an RPG fun and rules are just there to facilitate that. I personally prefer emergent story driven by characters over self-aware mechanics that are actively trying to create "the right story" but I think that's just a preference.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9591909, member: 4937"] Right now I play a homebrew version of D&D 3.0e (3.25?) with rebalanced classes and combat rules, Star Wars D6 with heavily rebalanced equipment (and a few house rules handling astronavigation, capital ship combat, etc.), and CoC Pulp (mostly) 5e with a few 7e inspired changes. BRP, D20, and D6 are I think pretty solid systems. Most games I would play are based on those core systems. I own and admire Classic Traveller and particularly the Mongoose update of it and 5e Pendragon, but haven't had a chance to run/play them and I have serious doubts about elements of both of them, but don't want to fiddle too much until I've had enough play experience to really understand the rules. I own and admire DOGS (the generic DITV system) but haven't had a chance to run or play it. (If I were to ever run Star Trek, I'd run it in DOGS.) I have worries about it as a generic game system, but I think it would be great for settings where they have a clear progression of "Trying to solve the problem with talking" => "Trying to solve the problem with fists" => "Solving the problem with guns". Past positive experiences with Chill 2e. Generally I prefer systems with a strong core fortune mechanic and add on minigames to handle different situations that would arise and which are largely free form in social play but detailed in physical simulation. For example, you can't with the same rules have a fast-handling tactical skirmish game and a fast-handling chase simulation, but you can have common fortune resolution between the two different situations and just abstract different situations in different ways and use your GM authority as a story teller to try to seamlessly move between the two situations. If I had to pick one system it would be D20 and particularly games in the 3e D&D/D20 Modern mold of early D20 and derived games. They just are the easiest to fix because they have the most solid core mechanics as long experience has made me appreciate classes, levels, and hit points as good things. You could also shear those systems down to a very rules light sort of thing if you wanted to. In D6 is balancing challenges is hard without some sort of narrative buffer and as you watch the system evolve they develop jankier and jankier solutions to this. And the concept of speed in D6 is poorly handled, as evidence by the waffling between 1e and 2e and the fact they never really solved the problem. And in BRP to really make the system work generically, then you have to start doing a lot of too heavy math because the BRP mechanic however elegant is fundamentally broken on the subject of difficulty. Strong rules are good things, but ultimately the story (however it is created) is what makes an RPG fun and rules are just there to facilitate that. I personally prefer emergent story driven by characters over self-aware mechanics that are actively trying to create "the right story" but I think that's just a preference. [/QUOTE]
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