September 23rd, 2008

  • monkeyd

Game system minimum requisite complexity

I have a question for the community, inspired by a lot of thinking I have been doing with regards to Paizo's Pathfinder RPG, the endless commentaries on 4e, and TriStat dX. My thoughts were somewhat crystalized by the Heroes premier, but that how these things roll, sometimes. I have been thinking a fair bit about various game system models, and what complexity is really necessary for different game types. For a tactical war game, the D&D systems really manage to model tactical combat reasonably well. But let's say, for cinematic reasons, I want to handwave away a fair bit of the tactical miniature gaming aspects of the game. Certainly, in a superpowers game, a fair amount of the time the presence of powers and their impact on the world around them make a large number of tactical considerations moot. To a certain extent, I think this is where D&D begins to suffer, in that once E6 power levels are passed in 3.5, a large portion of what were relevant tactical options are trumped by, essentially, superpowers.

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I'd like some thoughts on this, as I am wondering if perhaps we have become so used to the concept of complexity in our gaming systems that we have lost some portion of what we are actually trying to do, which, at least for me, is to have fun with friends and tell cool stories.
Voodoo Dolly
  • tashiro

Active Play

Everyone has their favourite game systems and can find certain games to be 'really awesome', but yet never have the chance to play. So, here's a little experiment:
1) In the last year, what game systems have you used to play an actual campaign (at least a month's worth of game play).
2) What game systems have you picked up and wanted to use, but haven't had the chance to use? (less than a month of game play) in the last year or two?

1) Mutants and Masterminds, Dungeons and Dragons 3.5, Exalted 2E, Shadowrun 4E, Vampire: the Requiem, Mage: the Awakening, Werewolf: the Apocalypse, Changling: the Dreaming
2) L5R 3E, Houses of the Blooded, InSpectres, Hunter: the Vigil, Promethean: the Created, Nobilis
  • Current Mood
    contemplative contemplative

(no subject)

When you are about to start a new tabletop game, how do you go about making characters?

Do you make it all as a group? Make the characters after you know what setting you are playing in, and what everyone else is playing, but make them by yourself? Make the character as soon as you have an idea, even if nothing else is set?

I was always taught (as was my husband) that you make your character, if not with the group, then at least once everything was set.

So I'm curious. How many others do it that way?