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Rules light universal ruleset for a long-term campaign

Started by jan paparazzi, January 02, 2017, 04:16:00 PM

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cranebump

Quote from: AsenRG;940936WTF is ZOWEE, since Google only finds some kind of enterprise:)?

You compound my shame, Sensei...:-)
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

AsenRG

Quote from: cranebump;940938You compound my shame, Sensei...:-)

OK, whatever it is, forget I asked:).

Also, I can't be your sensei. I'm pretty sure you have been born earlier;)!
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

dbm

Quote from: AsenRG;940936WTF is ZOWEE, since Google only finds some kind of enterprise:)?

1 minute 13 seconds:

[video=youtube_share;tRelGsyvbgA]https://youtu.be/tRelGsyvbgA[/youtube]

cranebump

"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."


jan paparazzi

On second thought I will drop BoL. It looks really fun, but I am afraid the games will play too much like an action movie (just like Savage Worlds). I think I will love it, but I want something more realistic.
May I say that? Yes, I may say that!

RunningLaser

What's causing you to shy away from genrediversion?

jan paparazzi

#67
Quote from: RunningLaser;941227What's causing you to shy away from genrediversion?

Not much. Maybe a little too much mental attributes. It seems Geared towards investigation, which I love. But my players are more into action or stealth. So I just want a good mix. A fighter/soldier, a thief/smuggler, an academic/scientist or a faceman/fast-talker all should be playable. I know you can do this with GenreDiversion, but I can't shake the feeling this system works best for investigation style games, hence Mean Streets and Ghostories (which does everything the nWod core 1e does and better/more focused).
May I say that? Yes, I may say that!

noman

Quote from: jan paparazzi;941352Not much. Maybe a little too much mental attributes. It seems Geared towards investigation, which I love. But my players are more into action or stealth. So I just want a good mix. A fighter/soldier, a thief/smuggler, an academic/scientist or a faceman/fast-talker all should be playable. I know you can do this with GenreDiversion, but I can't shake the feeling this system works best for investigation style games, hence Mean Streets and Ghostories (which does everything the nWod core 1e does and better/more focused).

Jan, I'm a big GenreDiversion fanboi, and while I don't want to seem like I'm pushing GD down your throat, I can't help but say that I think GenreDiversion 3 is the best rule-light generic system I've ever used.

I've used it to run investigation-themed games...also pulp, horror, and high-powered fantasy.  I've dabbled with sci-fi, but never ran it.  The only genre I've had a problem with with this system is demigod power levels (think Amber diceless or Godbound).  GB3 tends to break under the strain.

GD3 is my goto system if I'm planning on running a campaign, but (A) I've got inexperienced players (GB3 is a breeze to pick up), and/or (B) I know I'm going to be short on prep-work time (prep work for this system is a breeze).

Highly recommend.
This poster is no longer active.

AsenRG

#69
Quote from: noman;941358Jan, I'm a big GenreDiversion fanboi, and while I don't want to seem like I'm pushing GD down your throat, I can't help but say that I think GenreDiversion 3 is the best rule-light generic system I've ever used.

I've used it to run investigation-themed games...also pulp, horror, and high-powered fantasy.  I've dabbled with sci-fi, but never ran it.  The only genre I've had a problem with with this system is demigod power levels (think Amber diceless or Godbound).  GB3 tends to break under the strain.

GD3 is my goto system if I'm planning on running a campaign, but (A) I've got inexperienced players (GB3 is a breeze to pick up), and/or (B) I know I'm going to be short on prep-work time (prep work for this system is a breeze).

Highly recommend.
I've never played GD3, but I've played more than a few generic systems, including light generic ones. How many generic systems have you played, and which ones, in order to reach the conclusion that GD3 is better:)?
I like what I know about it, but it doesn't seem to do many things differently from the systems I already own,apart from having more mental attributes than physical ones;).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

noman

Quote from: AsenRG;941499I've never played GD3, but I've played more than a few generic systems, including light generic ones. How many generic systems have you played, and which ones, in order to reach the conclusion that GD3 is better:)?

I've either run, played, or experimented with the following: GURPS, HERO/Champions, EABA, Risus, D20 Modern, Fate. Fudge, Savage Worlds, Masterbook, Unisysem, Open D6, Tri-stat, Basic Roleplaying, and maybe a few more I can't remember off the top of my head.  I'm currently looking at Cypher System.

I prefer generic/universal systems over setting specific systems, with a few exceptions (Godbound).  Every year or so I make a post asking for help refining my search for a good generic/universal system.  I get excellent replies.

I've narrowed my selection down to a few groups.  I collect and use these almost exclusively.  Which one I pick for any specific campaign I'm planning to run is based on the level of crunch and my players' specific needs and habits.

For light crunch, I use Genrediversion 3E / Genrediverion i (the two are almost interchangeable).  This is my goto if I'm short on GM prep time or if my players don't want to fiddle with too much crunch.

For medium crunch, I use Savage Worlds exclusively.

For something heavier, I choose between Masterbook or EABA (cards or no cards).

Genrediverion 3/i (referred to henceforth as GD3) is my goto light system because of its functionally and flexibility.  It's what GURPS would be if GURPS reengineered itself into a more streamlined system.  Basic task resolution is resolved by ability rating + bonuses/penalties + 2D6 dice roll against a difficulty rating.  Simple and easy.  The fact that there's only one physical attribute doesn't mean the game is meant for mental and social play; the designer just concluded that having multiple physical stats was silly.  I kinda agree with him. A professional fighter, for example, is going to have to have high muscle strength, but also agility, endurance, speed, etc.  Easier to just throw it all in one stat and give him a fighting-related skill.  If you need to break the Fitness stat down into sub-parts, the rules let you do that.  Everything's modular, and everything can be altered very easily.  It's one of the reasons I like this system.

GD3 also has a good deal of settings ranging from okay to excellent.  Easy to port (from Genrediversion i), add, subtract, or draw ideas from.

The other light systems I've tried are either too narrative for my taste (FATE), too simple (Risus), or, IMO, just generally inferior.

That's all I got; hope it helped :)
This poster is no longer active.

AsenRG

Quote from: noman;941560I've either run, played, or experimented with the following: GURPS, HERO/Champions, EABA, Risus, D20 Modern, Fate. Fudge, Savage Worlds, Masterbook, Unisysem, Open D6, Tri-stat, Basic Roleplaying, and maybe a few more I can't remember off the top of my head.  I'm currently looking at Cypher System.
Thank you:). But I'd like to note that apart from Risus and Fudge (and maybe, maybe some d100 retroclones like GORE), all of those are rules-medium at least.
So basically, you're comparing GD3 against Risus and Fudge. (That's fine, BTW - I can only list maybe a couple more rules-light generic systems, like Pocket Universe. Just wanted to note it).

QuoteI prefer generic/universal systems over setting specific systems, with a few exceptions (Godbound).  Every year or so I make a post asking for help refining my search for a good generic/universal system.  I get excellent replies.
I like generic games. I also like non-generic games. They scratch a different itch to me.
And then I engineer non-generic games into generic ones;).

QuoteI've narrowed my selection down to a few groups.  I collect and use these almost exclusively.  Which one I pick for any specific campaign I'm planning to run is based on the level of crunch and my players' specific needs and habits.
I congratulate you on that! It's how I tend to proceed as well. That's why I usually say "we'll pick the system last".

QuoteFor light crunch, I use Genrediversion 3E / Genrediverion i (the two are almost interchangeable).  This is my goto if I'm short on GM prep time or if my players don't want to fiddle with too much crunch.

For medium crunch, I use Savage Worlds exclusively.

For something heavier, I choose between Masterbook or EABA (cards or no cards).
Makes sense to me. I tend to do almost the same in the rules-heavy and rules-medium departments, though I tend to default to Mythras for rules-medium, something like a Traveller/BoL hack for rules-light, and only run rules-heavy for specific genres.

QuoteGenrediverion 3/i (referred to henceforth as GD3) is my goto light system because of its functionally and flexibility.  It's what GURPS would be if GURPS reengineered itself into a more streamlined system.  Basic task resolution is resolved by ability rating + bonuses/penalties + 2D6 dice roll against a difficulty rating.  Simple and easy.
So, basically, re-skinned and streamlined Fate? Makes sense.
(Fate can be run with d6-d6 replacing the Fudge dice, or with a simple 2d6 instead, if you add 7 to the target numbers).

QuoteThe fact that there's only one physical attribute doesn't mean the game is meant for mental and social play; the designer just concluded that having multiple physical stats was silly.  I kinda agree with him. A professional fighter, for example, is going to have to have high muscle strength, but also agility, endurance, speed, etc.  Easier to just throw it all in one stat and give him a fighting-related skill.
Yes, you need everything, but most fighters would have strength, speed, stamina and reflexes in different proportions (which then leads to the evolution of their fighting style).
Then again, I'd rather have a Ferocity stat and Qualities like Strong 2, Tough 1, Slow (-2) to reflect that.

QuoteIf you need to break the Fitness stat down into sub-parts, the rules let you do that.  Everything's modular, and everything can be altered very easily.  It's one of the reasons I like this system.
See above. Is that approach supported? (It's the one I use in my homebrew system for now...it's had several iterations).

QuoteGD3 also has a good deal of settings ranging from okay to excellent.  Easy to port (from Genrediversion i), add, subtract, or draw ideas from.
Well...when I want a setting, I run it with a dedicated system. Only if I haven't got one do I resort to generic games (which was "most of the time" when I started playing).

QuoteThe other light systems I've tried are either too narrative for my taste (FATE), too simple (Risus), or, IMO, just generally inferior.

That's all I got; hope it helped :)
Yes, and thank you again! Hope you don't mind the additional questions. Last I checked some reviews, they weren't really informative, alas:D!
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

3rik

Quote from: noman;941560(...) If you need to break the Fitness stat down into sub-parts, the rules let you do that.  Everything's modular, and everything can be altered very easily.  It's one of the reasons I like this system. (...)

I was about to mention the same. It's so easy to tinker with that introducing two instead of one physical stats is a breeze. The problem with the distribution of hit locations, mentioned earlier in the thread, is also easy to fix, should you feel the need.
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