I agree about you remarks toward Traveller in our game. I like how "logically built" this system is, and take cares for many things like details of flying (and refueling, etc.) space ships, but sometimes it seems like perfect system for Excel fan... (which I am probably, sometimes...). And I prefer my ttRPG to be more about the story, then numbers( even thou I love numbers... :). But by this I mean all mechanics in the rpgs games should be in order to provide some feeling (the most basic is suspension, risk: "will it work for my PC?") and Traveller seams to sometime cross this border and goes into "Fun Excersises for Accountants" area... what maybe somehow "realistic"... but requires all players to like the stuff :)
vagueGM says:
Pedrop says:
... BTW: So what systems are you preferring vagueGM right now ? For IRL playin and here PbP ? ...
I don't have any new systems since we last spoke on this topic. One system I did think about mentioning to you —but you were away— is
24xx, it has a charmingly simple base ruleset, but does get a little more complicated and defined than it maybe needs to in the later pages (columns). It is still worth taking a look at and could prove versatile enough for most things.
People will look askance at me for saying 24xx has too many rules, but there is stuff in there I think is just unnecessary and limits its flexibility, the core rules are all I would take.
Yeah... I know and even bought the basic set of those rules quite some time ago:) I also really like the main dice resolution mechanic - simple, but cleaver. But the rest is also somehow lacking for me: too simple(by few notches), to be interesting for me, but too restricting to be easily extendable... So I agree. My first contact with the system made me thing: "This could be it! Let's only add a few things and it will be perfect for me..." But then it didn't clicked, and I've put it in the "fast ruleset for 'party' one shots" shelf in my notes.
Recently I have found "my next big discovery" - system from the guy(AFAIK) that designed FU Universal: Star Scoundrels and Neon City Overdrive - they look really interesting(there is even a game with those rules here on GP), but haven't bought them yet as I didn't have time to read them. But checked some videos, previe images and they seem very interesting and elastic enough.
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I have been thinking about running a PbP game using the basic resolution rules from
Mythic Game Master Emulator Second Edition (Chaos Rank and Fate Chart), I think they could make for an interesting game even with a GM.
Do you care to point me into direction where I can read how it works or write a few sentences about it? As I'm always interested in dice/resolution mechanics in RPG's? :)
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Games based on
Blades in the Dark are difficult in PbP. The need for all the players to be very familiar with the mechanics is massively amplified by the timing issues of PbP. I am still willing to play/run them in this format, but would require all the players to be (or be willing to become) proficient in the way the game;s systems work together. With the right group I think it could really sing. There have been a lot of new
Forged in the Dark games since I last looked, and some of them may be worth it.
Yeah I have encountered quite a few instances where game on the BitD engine didn't last long in the PbP games. To be honest haven't seen a longer game of it in this format. But the system is certainly interesting for me.
BTW: have you seen:
In the Dark - looks promising, but still on my reading list - haven't time to analyze it some more.
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Probably right up near the top of the list of games I would reach for in a non-PbP setting is
The House Does not Always Win. I really like how the cards play into the tone and feeling of the game, and that energy is hard to replicate in PbP, even if the card mechanics (separate piles, and cards moving between them (active, discard, burned, in hand, enemy, and so on)) were supported, there is a visceral aspect that would be lost. I would like to see it in action, and it is simple enough to teach that I would try persuade the next live group to give it a go.
Yes! I also have its demo downloaded to my "To read" folder - indeed looks VERY interesting. Let me know if you will check/experience it someday. I'm really interested to listen how it worked out:)
vagueGM says:
Hmm... I have repeatedly found myself unable to read the
Coriolis book, I don't know what it is, but while the artwork is pretty and the world seems somewhat interesting, I struggle to see how this incarnation of the
Year Zero Engine will make for fun gameplay. I am always keen to be proven wrong —especially when I have neither properly read nor played a game— so might be persuaded to join this if you run it, but can't really see what all the fuss is about.
Hehe... somehow I feel you on this! :) I also don't like the book that much. And haven't read it too much... so far. Maybe not so interested in setting. Just scanned the basic rules. Combat rules seems to be a little better in Alien RPG. But what picketed my interest were space ship battles rules - they seem really good on paper. And this potential game of Corliolis GMed by me will be mainly to check those rules.
To be honest I feel you should check their
Year Zero Engine Standard Reference Document v1.0 - its my favorite book from Fria Ligan :) Probably because I don't like too many black/dark pages... And only after reading it - it opened my eyes how this Y0E engine could be good, quite easy, flexible but still thematic and focused on story. Without going into too simple, without structure territory. Especially as I somehow prefer "step dice" mechanics, rather then pools of ordinary(boring) d6es... But you have to give them credit for that those d6 pools in Y0E make a nice "push your luck" aspect, that is not so common in other systems.
Speaking of which... do you know systems from Two Little Mice? Especially Outgunned looks promising, and I will want to try it someday too. Also some aspects of push your luck in dice rolls, even better realized then in Y0E.
Apart from mentioned I also didn't find anything extraordinary interesting in recent times, but had no time for it either - so maybe thats the reason :)
Still my favorite rules system is the one from The One Ring™ Core Rules, also from Free League Publishing. I think it's perfect level of balancing crunchiness, incorporating story elements in dice results and thematic fit between mechanics and the setting. But the problem is... I'm not very interested in playing games in Lord Of The Rings setting/world... :D Seems much too restricting for me... So my dream system would be some adoption of this ruleset too Science Fantasy setting.
In fact I'm still working (very slowly ) on my rulesets based on Y0E but with rolling against TN, but with dice pools and dice providing different effect/stunts + push your luck elements:) Maybe I will be ready someday in this year to playtest it here on GP.
Apart from that I got back to very light version of Genesys for narrative and random play with my two sons(thinking how to make pokemon PC for them in this) or my mentioned version Y0E with rolling against TN for some more structured campaign for them in stone punk world. Taking a lot of rules and ideas from Forbidden Lands - for this.
I also would like a simpler version(judging from opinions of other) of Witcher RPG(based on Cyberpunk RED engine) - as somehow I love rolling against TN and exploding dice... :) And am waiting for Knave 2nd ed - too see if it will be my ultimate toolset for playing D&D games in OSR style. As I find D&D 5th as my least favourite rule system, generic and simply boring - "computer RPG"-like.
I also wonder how the new system from Critical Role will come up. First info looked promising. But Candela Obscura(or how is it called?) did not manage to ignite an interest in me... :)