Describe three systems you have gamed under: one you thought was good, one you thought was all right, and one you didn't care for. What were the good points and the bad points of each system? Did the systems support their genre? Were they complex or simple? How easy were they to GM and play? Is there a system you'd really like to try that you haven't? Which ones wouldn't you try based on reading them?Three systems? Okay, let's see.
Good: GURPS.
Good Points: Customizable characters due to points-based system.
Bad Points: Breaks a high power levels.
Support Genre: Since it's a generic system, yes, for the most part. See Bad Points.
Complex or Simple: Simple.
Ease of GMing/Play: Very easy. This is THE game system I could pick up and run with out knowing a ton of how all the rules worked.
All Right: d20, specifically D&D 3E
Good Points: Finally a version of D&D where I got in on the ground floor. And it makes sense! Everything goes in the same direction (no more "Do I want to roll high or low for this?"), and no more THAC0. Simple basic system; easy enough that after a few months of being a player, I decided I could run a game!
Bad Points: Not a ton of flexibility; still uses class-based levels; many confusing piddly rules (attacks of opportunity can still confuse even those who play it a lot); pretty much requires miniatures for combat.
Support Genre: I've only really seen a few other d20 systems. It supports high fantasy very well; others not as well.
Complex or Simple: Basic system is simple. It gets more complex
Ease of GMing/Play: Very easy on both counts, at least to this brain. I've actually played an arcane spellcaster and a divine spellcaster, which I never would have considered in previous flavors of (A)D&D.
Don't Care For: HERO System, any edition.
Good Points: Umm...supposedly good for super heroes in its Champions flavor. I don't know personally, never played it for Champs.
Bad Points: Confusing skill system. Requires serious math to get a character done. Favorite of min-max gamers who play points rather than character.
Support Genre: I played it in its Horror flavor, and didn't think it suited the genre well enough. I'd prefer Call of Cthulhu with its Sanity chart.
Complex or Simple: Complex. VERY Complex. At least to me of very little brain.
Ease of GMing/Play: Supposed to be good. I still couldn't get into it. It is just not plain intuitive for me.
The astute will note I did not include Amber in there. Amber succeeds because it has very little system. So I didn't feel I could include it fairly in the judging.
Is there a system you'd really like to try that you haven't?
Hrm. I'm not much for systems. I'd love to one day give Over the Edge a try, or Pendragon. But I'm not a SystemsHo. I'm a GameHo...give me a good scenario, and I'll try any system. Once.
But I would really like to play in a 7th Sea game, as I've only done that at conventions. And eventually run one some day. Love the swash'n'buckle, and the world is just wonderful.
Which ones wouldn't you try based on reading them?
Again, I don't read system books. Not for fun, anyway. Though one that I have browsed through comes to mind. Synnibar (another review here, and the quote below is from this review). Ghoul made up a game at one GaineyCon (this was before they'd moved to North Carolina). Open the rule book and read, until you've found a terrible rule. It was impossible to go more than one page. Literally. Then we had to read it out loud to share it. My favorite one by far was this one:
The rules for GMs forbid any variation. As pg. 332 clearly dictates, "Fate has absolute control during the game regarding rolls and interpretation of the rules. Fate may not, however, deviate from the rules as they are written, for if he or she does and the players find out, then the adventure can be declared null, and the characters must be restored to their original condition, as they were before the game began." Don't think you can tell the munchkin to bugger off if he cites this. McCracken successfully instituted the only Game Police in the industry by writing the following: "Players may attempt what is known as "calling Fate." This means that if a ruling is disputed by a player and he challenges Fate and is found to be absolutely correct, the player may receive double gaming points ("XP"- BCW)for the entire adventure."Need I say more?
Comments (1)
Thanks for the link to Synnibar..what a hoot! Never heard of the game before.
I don't know that we are so different despite the obvious inversion of our good/bad. I'm a GameHo. I'll try anything once. Hence my long list of attempts.
All filtered through my recent sense that dice are OK, but I can live without them. My die collection gathers dust.
Posted by Arref | July 12, 2002 2:29 PM
Posted on July 12, 2002 14:29