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What do you get out of your favorite system?

Started by brettmb2, May 30, 2007, 09:38:16 PM

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Abyssal Maw

Quote from: pigames.netThat's not an answer. I can do that with any game. Why D&D specifically?

I thought you wanted short answers! Well, I am hereby freed from your restrictions of short answers, then.

D&D (all versions, from the earliest version to the very latest) links strategic fantasy adventuring (where player characters go and what they do) into tactical minigames (battles), challenges (skill challenges), and puzzles in a uniquely manageable and non-self-conscious way. Few other games do that (usually you have to deal with setting details built into the rules or whatever.. or the game is extremely self-conscious about concerns like realism).

As a GM I like how the latest version of D&D facilitates the creation of my own detailed content: I can create adventures, worlds, locales, cities, npcs, monsters without being restricted by anyone's setting. I like how things are modular- I can take recombine common entities to create content.  It's like legos. You can take an entity ("a goblin") and add on class levels ("three levels of rogue"), choose unique feats ("dodge.. and lets say.. point blank shot.."), and then apply other layers (templates, special gear, whatever) and at the end you get re-usable game content that is totally unique.  Few other games really do that at all. No other game really does that like D&D.

As a player, (and as a GM of players) I like how characters are expandable and do not stop being detailed when they are in use. They are primarily developed during the game. That's crucial. This is the primary difference (to me, anyhow) between D&D and say.. Gurps or Hero (which have similar capabilities).
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Joey2k

D6, both for nostalgia (SW was my first rpg), and the simple character creation and mechanics that still let me create the exact character I want and can handle any situation quickly with one simple mechanic.  And so easy to modify if desired.
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mhensley

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Drew

WFRP has been my favourite over the years primarily for being a system with character. The rules are easy to grasp, and their expression via the career system and gritty, visceral combat helps create an idiosyncratic play experience that meshes perfectly with the setting.

Character creation has a large degree of randomness that channels player creativity, often throwing up completely unexpected results they may have discarded out of hand if presented with the choice. It's great to watch a player's attitude transform from faint disappointment to outright excitement as he creates a plausible and coherent personality that threads together what at first glance appears to be contradictory results. The entire process takes at most 15 minutes, which is another point in favour.

Task resoloution is fast and intuitive, being based on a percentile system that new players and old hands alike take to almost instantly. The design philosophy eschews byzantine assumptions of necessary complexity in favour of a simple, brutal approach toward success and failure that lets everyone know what page they're on.

Set in a quasi-european renaissance era world undergoing the early phases of cultural and technological change that will lead to modernism, it's far more inclusive of fantasy genre variations than first meets the eye. The setting and system can handle anything from a farmhand being cheated out a days pay to treacherous mercantile politics to barbarian heroes facing unnamable horrors in the frozen north. The system easily scales from the common boatman or ratcatcher fighting for his life to the mighty champion who has a chance of overcoming the most potent of threats.

Really, I could bang on about the game all day. Suffice to say it's been a constant in my gaming life since first publication, and I'm loving the renewed popularity and vigour the system has gained since Green Ronin gained the license. It's one of the few rules-medium games I can pick up and run at a moments notice, and has an attitude and aesthetic that makes it pretty much an instant hit with anyone who plays.
 

TonyLB

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Caesar Slaad

Alright, I've got a few moments, I'll bite.

As you seem to refer to d20 as a system in the OP, I'll fly with that, though I really think of it as a family of related systems based around a common substrate more than a single system like I would think of GURPS and HERO.

So here goes, bulleted for your reading pleasure:
  • Class based design allows realization of cohesive character concept related to the genre of the particular game, and doesn't overcomplicate character design by requiring too many decisions.
  • At the same time, skills, feats, selectable class abilities, and multiclassing allows sufficient customization when I am looking for more than what a single class along provides.
  • Easy to use, robust task system. The linear nature of the "d20 + mods" makes it easy for the GM to eyeball the odds, and innovations like "take 10" and "take 20" handle some aggravating burrs that typically plague random resolution.
  • HP mechanics and variants, while not realisting, provide a feel of creeping danger as they diminish, instead of the capricious random death that many systems provide with their supposedly more realistic systems.
  • Large player base means that I can plug into a network of D20 players about anywhere I go, and I can try most d20 variants with minimal explanation and associated substandard gaming time while learning the ropes.
  • The impessive body of third party publishers means that I can get ready-to-go support for a huge variety of topics, both giving me new ideas and doing the footwork for ideas I may have thought of.
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Mcrow

I'm sort of stuck, I have about 4 systems that I like equally well but a lot more than the rest.

Iridium System: I like percentile mechanics, free form magic, and rolling lots of dice.

GDi: This is a new one on my list that took a while to win me over. It can do most anything. I like how the gimmicks and such add to character detail while giving a mechnical advantage(or disadbvantage) as well. Stupid simple mechnics, in a good way.

FUDGE: Build your own system, intuitive ladder mechanics, and I like the weird dice.

StarCluster 2: The sytem. Like I said I like percentile systems. Took me a while to like the damage system, but now it clicks for me.

Blue Devil

My favorite system is D6.

It's fast to pick up and play and can be used with a variety of settings with ease.

Skyrock

My favourite system used to be Shadowrun.

As my second system it relieved me of my "small-small storytelling" TDE trauma, it had a lot of tactics involved with its pools, it had a cool way to generate classes by the limited resource Essence, and it helped a lot to build up a shared setting with its Connection rules. Finally, it made you wet if you managed to overcome target number 18 with two meager dice ;)

Nowadays I don't have my single favourite system anymore.
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Sosthenes

Quote from: SkyrockMy favourite system used to be Shadowrun.

Oh my. At times like these I'm really thankful for my sheltered childhood. The mere thought...
 

Skyrock

Quote from: SosthenesOh my. At times like these I'm really thankful for my sheltered childhood. The mere thought...
Trust me, there are reasons why it isn't so in anymore.

And if you got introduced into the hobby with TDE, every other thinkable system is better ;)
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Thanatos02

Right now, I'm playing Exalted, and I really love how the dice work to my favor, for once, in a Storyteller game. :haw:

But I think I'm on a big True20 kick. I love the system the most because it gives me so much to work with in a very unified set-up. It scales up and down in a way I understand well, and I love the modular "Lego Brick" Feat work. I'm feeling very enthusiastic about it.
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Sosthenes

Quote from: SkyrockAnd if you got introduced into the hobby with TDE, every other thinkable system is better ;)

Well, I'd say with both systems, the attached setting is much more habit-forming.

And I'd much rather play Ausbau/Tharun TDE than Shadowrun 2/3E. ;)