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I’m trying to think what game systems I know well enough to use for running a convention game. Scott thinks it doesn’t matter, that I need to think first about the story because that’s my strong suit. He may be right, but the system shapes things, too. Scott also laughed and called me 'old school' as a gamer. I suppose I am. Not having run a game in more than thirteen years has a pretty big impact.

Would potential players know what I mean if I say 'rules lite' in the blurb?

I know Amber diceless pretty much inside and out, and I’ve poked a little at the follow up that’s Amber diceless minus the Amber stuff, Lords of Gossamer and Shadow. I’m not entirely happy with the setting for that, though, because I can’t actually figure out why player characters would even care about any plot I might throw at them unless I restrict the setting massively.

I ran some GURPS years ago, but that was 3rd edition, and I haven’t even played the current edition. I’m not sure how much that would matter given how fast and loose I play with rules, but… Still, one can do absolutely anything at all with GURPS. But how many people would be willing to sign up for a GURPS game? The system has a reputation for being difficult, and I don’t think I’d do well with players who put a lot of emphasis on the rules.

Chaosium’s underlying percentile system is pretty easy to run and extremely flexible in terms of adapting to different settings/genres, but I’d have to work at figuring out how to set things up so that they work properly. Also, I know there have been multiple editions of the different games under that umbrella, and I have no idea what’s current or how it differs from the basics that I remember.

I did a lot of World of Darkness in the 1990s, but I don’t know either the current system or the current setting. I have the impression that things have changed immensely. I’m also not sure we still have all the books I’d want/need in order to try to run the old version.

I’ve played D20 stuff a fair amount recently, but I don’t really completely grok the system. It’s more rigid than I like and may not adapt well if I want to do something weird. But it is pretty widely known.

I’ve played FATE, but I don’t understand how it works at all. Scott thinks it would work really well for how I run games, but I think it would require the exact right group of players.

I’ve played quite a lot of other game systems over the decades, but I don’t remember most of them well enough to do anything with them. I own a lot of obscure games, too, that I’ve not even read. I know, for example, that I bought the Kevin and Kel game, but I never read it through, and I’m not sure where on earth it is now.
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