July 14, 2002
GameWish -- Systems
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?

Good system...
Julia discounted Amber from her answers, because the system is minimal. However, I have to say... that's the very reason I will include it. *smiles*

For me, the best systems I've played in, and enjoyed the most, were the ones that were barely there. I like diceless, I'll admit it. My favorite systems have been Amber, my own (the one I've been trying to codify into an actual *system* as opposed to the bits and pieces are that are in existence now), and various other systems taken diceless. Yes, I've played diceless White Wolf, and diceless Champions, if you can believe it.

The why is simple -- I like to concentrate on the roleplay. I get tired of arguing rules, tired of rolling dice for things that just don't need dice, and well... I like non-intrusive rulesets. *smiles*

All right system...
I've played a lot of all right systems. The funny thing is, when I start really thinking about it, the fun of the game doesn't always mean good system. Like Champions. Its allright, but it has holes you can drive a truck through. GURPS is another one. I've enjoyed games I've played in it, and I can make characters easily, and they are fairly intuitive. But it still bogs down for me as a system. Then there is White Wolf, which I understood enough to run and liked at first, until I found the huge holes there. And it kept changing between editions, and well, I ended up using a weird mix of published rules and old rules and home-grown rules. I'm not sure I was entirely playing White Wolf after a while!

I think the best two actual *systems* I can think of, for pure mechanics, are Superworld and Runequest. I love the skill improvement -- place a dot next to a successful skill use and then you have a chance of improving it based on how good you already are -- you are more likely to be able to improve the worse you are. Its nicely realistic and allows for improvement based on actual use of an ability. I'm not all that thrilled with the powers in Superworld, but overall they are usable, and when combined with the skills, I like it for Supers games. Prefer it over Champions when I want a grim and gritty game -- its much more lethal than Champs ever could be. Runequest I don't know a lot of the world, but I've used the system for other worlds and its been great.

Bad system...
Lessee, this one would be easier if I were doing this on the upstairs computer and could see my collection of Superhero games. V&V is one -- randomly generated superheros just drive me NUTS. The Enforcers was just plain BAD. For more well known systems, I still don't get Shadowrun, but then, I'm not a great player of Cyberpunk games anyway.

Things I'd like to try...
I own Theatrix and have never used it. Want to. I've played Nephilim briefly, but would like to see more of it. I've created two Seventh Sea characters that I've never gotten to use and would love to try it out. Although that one is hard for me because I'm not good with published worlds that I'm not familiar with. Fudge sounds like fun.

Although right now, I'm just plain open to available gaming!! As long as its a theme I can deal with, strong on roleplaying, and not a "module" oriented game, I'm open to try it.

Posted by Deb Atwood at July 14, 2002 09:36 PM
Comments

My introduction to WW was via diceless. We did a crossover of all the WoD games with some other things input (Highlander-style Immortals), but it was fun.

And a woman I know who runs Champions at GenCon says it can be done diceless (or at least dice-minimal). With a good group, anything can be diceless.

Posted by: Julia on July 15, 2002 11:46 AM

Hi.

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